
Belgraen |

Dianora looks back at Belgraen's comment, a slight smile crossing her lips. "I wouldn't say my expertise is in traps, but I'll do what I can to keep us safe."
Perception (includes the +2 for finding traps): 1d20 + 24
"Well, moreso than this old man. " Bel jests as he keeps an eye out for any danger
Perception 1d20 + 14 ⇒ (16) + 14 = 30

GM Levi |

Dianora does not detect andy traps, and Belgraen doesn't make out anything in the tunnel ahead.
As you pass through the fork, and to the left, your eyes fall upon a glowing rune etched into the pinnacle of the archway. The rune gives off the only light in the area, a soft purple glow, equivalent to a dying candle.

GM Levi |

The hall is dark ahead of you. As before, the walls are covered with small runes and hieroglyphics. Ten 20 feet further in, you can see yet another fork, again going left and right.

Sister Dianora |

Automatic success for Dianora...
"It sounds as if there's something ahead of us to the right. Stone grinding against stone..."
Already wearing her full gear, she pulls her two sabre-toothed blades, holding them in the traditional, deadly mantis style.

GM Levi |

Belgraen detects magic from down in the drop off, and as he slides over to the hole his elven eyes can make out a long drop down, but nothing but veinstone walls is visible.
A tell-tale draft brings Belgraen's eyes up, and looking up he makes out a massive form crawling down the shaft! -- The source of the grinding noise!

GM Levi |

The creature slowly crawling down the shaft is indeed a golem. It is easily identified by Belgraen as a copper golem. As the golem approaches, you note it is carrying a large stone on it's shoulders, and functions much like an elevator.
Please make a Perception check! ... and do other things too!

GM Levi |

The creature is indeed a golem. Shaped like a well-muscled man, and topped with a bull's head, the creature continues to descend the shaft, supporting a massive platform across it's shoulders.
An Osirion symbol of oppression is etched into one of the golem's hoofed feet. As you see it, your mind burns as if it is on fire, and (with the exception of anyone protected by a mind-blank spell) you see a horrific vision of a devilishly handsome man being torn into pieces by masked priest. Your vision swims, and you see only red and feel only anger for a fleeting moment.

Belgraen |

Perception 1d20 + 14 ⇒ (14) + 14 = 28
Arcana 1d20 + 26 ⇒ (4) + 26 = 30 for information abouut Copper golems. Specfically the spells that work really well against them and the spells that heal them. All golems tend to have those things. And of course any other generally useful information.

GM Levi |

Sorry for the delay. Correction, the golem is an Iron Golem, but made of copper. This lowers its AC, but has no other effects upon it's stats.
Anum recognizes the golem and shaft to work like a pulley system to access other levels. The golem (which acts as the force) pushes or pulls a flat landing up and down the shaft, granting access to other areas of the tomb.
Belgraen recognizes the Golem to be made of copper, but sees in its workmanship the obvious construction that lends itself to function like an Iron Golem, complete with a breath weapon, immunity to magic, and strong melee attacks.

Belgraen |

"Interesting. It's an iron golem in construction, but it is made of copper. Iron golems have poisonous gas, powerful physical attacks, It is immune to all spells, but electricity slows it and fire heals it. Additionally rusting attacks affect it normally. Also it is highly resilent to physical attacks, though probably less so since it is made of copper. As with all Golems it has pre-set instructions. It may do nothing more than operate the lift or it may attempt to kill us all."
In PC terms Bel explains the following:
Immunity to Magic (Ex) An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Powerful Blows (Ex) An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.
An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a weapon in one hand, though they rarely use these, relying instead on their slam attacks.
An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
Although the practice has fallen out of favor in modern times, the ancients of certain powerful civilizations once took great pride in crafting iron golems of tremendous size and strength. These golems, which are never smaller than Huge, still exist in remote parts of the world, mindlessly following the orders of a long-dead empire.

Belgraen |

"Well then, do we have something we can send closer to see how it reacts?" Dianora asks. "I see no reason we should pointlessly risk our own lives if we don't need to."
Belgraen pulls out a wand, "I believe I can handle that."
Summon monster IV incoming. Just need to determine the creature.

Belgraen |

Bel waves the wand and utters a word of power. The dust and air spin for s second and condense into a swuat roughly humanoid creature composed of dirt and dust. It has small wings and a cloud of debris around it.
Bel eyes the creature points at the elevator. "Go in there."
WIth a sigh of resignation the creature complies.
Summon monster IV will last for 22 rounds.
Size/Type: Small Outsider (Air, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Environment: Elemental Plane of Air
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3 (cohort)
Dust mephits come from the Elemental Plane of Air.
A dust mephit is about 4 feet tall and weighs about 2 pounds.
Dust mephits speak Common and Auran.
Combat
Breath Weapon (Su)
10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities
Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex)
A dust mephit heals only if in an arid, dusty environment.

GM Levi |

I'm assuming you all (will) get on the slab of stone that is descending the shaft. Please correct me if I'm wrong.
The golem-operated elevator descends further in the tomb, and as it does, you feel the air get noticeably staler and cooler. The light you carry illuminates the shaft which is (as the rest of the pyramid) covered in scrawling and complex hieroglyphics (Ancient Osirion reveals them to be a continuation of the census of the Kingdom of the Four, as well as various myths and legends that are central to the beliefs of the Osirion people).
The stone of the shaft slowly fades from the green vein stone into a bluer variety, its color more akin to that of a clear high-noon sky. When the golem comes to a halt, the platform comes flush with another level of the pyramid. Two long hallways comes out from this point, forming a L-shape.
One hallway goes East, and the other goes South. Which one do you take?

Belgraen |

Bel adds,
"Lets see if we can shorten our search process. We're still on a bit of a time crunch."
Reaching into his pocket Bel pulls out a handfull of clear marbles and wispers to them softly, "Search hallways in range staggered formations (meaning not all in one spot), for anything pertinent (they effectively know what I know and have the same definition of pertinent). If anything pertinent is found only one returns. If one of group destroyed that group return."
That's exactly 24 (of a 25 max) words, but should be sufficient instructions. If you need an int check for that I am happy to do it. My genious wizard is smarter than I. ;-)
1d4 + 15 ⇒ (1) + 15 = 16eyes proceed to spread out and search within a one mile radius.
Perception per eye is +15 Here are 3 rolls in case you need them.
1d20 + 15 ⇒ (4) + 15 = 19
1d20 + 15 ⇒ (2) + 15 = 17
1d20 + 15 ⇒ (11) + 15 = 26
They have a +16 to stealth checks. Here are 3 rolls in case you need them
1d20 + 15 ⇒ (19) + 15 = 34
1d20 + 15 ⇒ (3) + 15 = 18
1d20 + 15 ⇒ (9) + 15 = 24
School: divination
Level: sorcerer/wizard 5, witch 5
Casting Time: 1 minute
Components: V, S, M (a handful of crystal marbles)
Range: 1 mile
Effect: 10 or more levitating eyes
Duration: 1 hour/level; see text (D)
Saving Throw: none
Spell Resistance: no
You create a number of semitangible, visible magical orbs (called "eyes") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Perception modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence.
It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
"We can keep moving if you like, or I'm sure they'll find something soon enough then we'll have a basis of comparison."

GM Levi |

The eyes flit about, and disappear down the hallways.
Do any go up the shaft?
Several minutes later, two return to you. One from the south passage, and one from the east.
The relay a few minutes of images, ending with large stone double doors. Both eyes relay almost identical images.

Belgraen |

The eyes flit about, and disappear down the hallways.
Do any go up the shaft?
Several minutes later, two return to you. One from the south passage, and one from the east.
The relay a few minutes of images, ending with large stone double doors. Both eyes relay almost identical images.
Yes. Some go up the shaft as well. Essentially they're looking everywhere that they can and will continue to do so withthe above instructions until the time limit expires.
"Large stone doors both directions." Bel says after perusing the images. "I suppose one way is as good as another. Lets open the south hall first as planned."
Bel and company proceed south until they find the door or something else interesting.
"Please check for traps if you would." Bel then asks to his compatriats.

Underdune Anum |

Anum casts detect magic and concentrates on the door and searches for traps
1d20 + 26 ⇒ (6) + 26 = 32
After searching Anum will use his Door sight to see on the other side of the door.
Door Sight (Su): Anum can lay his hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time he must be touching the surface he wants to see through. He can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 14 inches. Anum can use this power 10 times per day.

GM Levi |

While there are time constraints, and I do want those played out to an extent, I believe that Anum's power has more RP flavor here, so I will go with his actions first.
Dianora and Anum's scan of the door reveals that there are no traps or dangerous devices.
As Anum presses his palms to the door, his field of vision goes beyond the heavy stone and into the chamber on the opposite side. They gaze upon rivers of gold that snake throughout a chamber that seems far to large to be inside the tomb - surely an optical illusion! Scattered among the sparkling gold coins are polished bars of silver, gems the size of large birds, masterwork pieces of armor, swords of many varieties, and countless other treasures. In the center of the rivers of gold stands a lone island, with 11 torch-stands which bathe the whole room in a soft cerulean light. Behind the ring of 11 torches lays a large enameled sarcophagus.

Underdune Anum |

While there are time constraints, and I do want those played out to an extent, I believe that Anum's power has more RP flavor here, so I will go with his actions first.
Dianora and Anum's scan of the door reveals that there are no traps or dangerous devices.
As Anum presses his palms to the door, his field of vision goes beyond the heavy stone and into the chamber on the opposite side. They gaze upon rivers of gold that snake throughout a chamber that seems far to large to be inside the tomb - surely an optical illusion! Scattered among the sparkling gold coins are polished bars of silver, gems the size of large birds, masterwork pieces of armor, swords of many varieties, and countless other treasures. In the center of the rivers of gold stands a lone island, with 11 torch-stands which bathe the whole room in a soft cerulean light. Behind the ring of 11 torches lays a large enameled sarcophagus.
Anum relays what he sees behind the door as he sees it.