
GM Pox |

I take it yall rense and repeat.. Moving on..
Moving around the corner yall see a single door and the hall keeps going around..

GM Pox |

Assuming Khufu goes in he see's to the west..
Several differently sized rectangular marble slabs sit scattered throughout this room. The tops of many of them are smeared and caked with what appears to be dried clay. A circular white dais in the room’s center softly hums with a strumming sound like that of a plucked bowstring. A small stack of parchments, a hawk-feathered quill, and a bottle of ink rest upon the southern edge of this two-foot-tall disk.
There is a hallway heading off to the east as well..

GM Pox |

You get a danger sensor from the Dias.. You are sure it's trapped.. Nothing else other than the description. Know Arcana could help as well.

Khufukhaf |

Khufu avoids the trapped dais and picks at some of the dried clay on the marble slabs, trying to figure out their purpose.

Amarantha Van der Griest |

Arcana: 1d20 + 17 ⇒ (12) + 17 = 29...Mythic Surge: 1d8 ⇒ 3
Ama carefully scrutinizes the dais

GM Pox |

Amarantha is sure that this place was used to make golems and other constructed creatures.. Apparently the dias casts Flesh to Stone on anything that steps on it allowing the evil dudes of old to transform slaves into statues and then use them as components for golems..

Amarantha Van der Griest |

Gentlemen what we have here is place that was used to make golems and such. The dias has a permanent flesh to stone effect on anyone who steps on it. So don't step on it

Hadjii |

I marked off a use of Wildshape, as Hadjii did indeed fly to the glyph, drop to human form to step on it, then morphed back to air elemental form and flew back -- using the groove he made to get through the blockage...
"Perhaps we should be prepared to battle golems ahead..."
Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (7) + 3 = 10
"...I know little of these things; what can you tell us of golems, Miss van der Griest?"

Amarantha Van der Griest |

"...I know little of these things; what can you tell us of golems, Miss van der Griest?"
What would I know Mr. DM?
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.

Khufukhaf |

"I think we should head south and find out by trial and error." Khufu says as he starts down the passage, looking for obvious danger.
perception: 1d20 + 18 ⇒ (8) + 18 = 26

GM Pox |

The arcana check was to figure out what the room was used for not info on golems..
You start heading south and you run into a golem like creature with the head of a scarab.. It is quickly destroyed however.. It was only a CR 10 and I didn't feel like buffing it.
A quick search of the area reveals some scrolls left behind for the creation on golems..
Scroll of animate object, beast shape III, and limited wish are found..

GM Pox |

Moving on down the hall you see:
Two large rooms flank the central hall here. Each room has a stone shelf running along the walls, on which are stored numerous clay jars.
You also see 3 sets of double door, two along the east wall, and one to the norht..
Edit: None of the doors are trapped.. You do find a secret panel hidden down in the nook with the jars though..
In it you find a dozen bird feather toekns, a wand on sum monster IV(11 charges), and a +1 merciful whip.. The whip is inscribed with a name that translates to "Headknocker"..

GM Pox |

Also it appears all of the jars are busted but 2.. The seals seem good on them, but your not sure the contents..

Hadjii |

Hadjii grabs four of the bird Feather Tokens:
"These can be quite handy -- I suggest everyone grab a couple!"
he cannot use any of the other things found
"I think someone should carry these two jars as well..."

Arduino the Lesser |

Arduino frowns, looking over the books for the golems. "These could be useful and valuable... but I'll need to check if they involve any necromancy, any sacrifice. If so, they may be better off burnt." Not being the strongest sort, he doesn't much volunteer to varry any of the new items.
He scans the jars for magical auras, and encourages someone to ponder as to their likely history and use.
After the party's long exposure to the Osirians, can we think 'canopic jars' without meta-gaming?

GM Pox |

Yall would know what a canopic jar looks like yes.. These are not canopic jars..
Ard can tell the two unopened jars likely contain some magical within..

Hemket |

Heck, while I might know what a canopic jar is, I have no idea what I'd want to do with some stiff's internal organs.
Check the jars for traps, and then open them.
perception: 1d20 + 29 + 6 ⇒ (4) + 29 + 6 = 39
perception: 1d20 + 29 + 6 ⇒ (8) + 29 + 6 = 43

GM Pox |

Not trapped.. One jar contains 10 doses of unguent of timelessness, while the other contains 10 doses of universal solvent.

Hadjii |

the double doors suggest large rooms: since there is plenty of space, Hadjii will get his friend Jack out -- in case there is trouble...

GM Pox |

Khufu opens the doors and a rush of cold darkness hits him in the face.. Before him is a tunnel that goes 40' and then opens into a large room, those without darkvision cannot see here. The room is quite, but there is a disturbing feeling about it, chills crawl down your spines..
Across the room you can see 11 blue dots lit up on what appears to be a map of the slave trenches.. In the four corners of the room there is a large sarcophgus.
You also see:
Bas-relief adorns the walls of this immense dark chamber, depicting what appear to be small children and elderly folk fleeing from some sort of giant hulking beasts.
Know History if anyone has it. Seperate Know Arcana check or Spellcraft if detect magic is used..

Amarantha Van der Griest |

History: 1d20 + 17 ⇒ (2) + 17 = 19...Surge: 1d8 ⇒ 5
Ama will cast Detect Magic
Arcana: 1d20 + 17 ⇒ (20) + 17 = 37

Hadjii |

Hadjii will also cast Detect Magic, and accompany with Spellcraft:
Hadjii's Spellcraft check: 1d20 + 18 ⇒ (15) + 18 = 33

GM Pox |

The room is desecrated, not only that, but there is a source somehwere making it the stronger version of desecrate. Like an evil altar or symbol or something..
Amarantha recalls:
The pictographs on the walls portray an Ancient Osirian fable about the kalnaka, a monster that was believed to prey upon the children and the elderly and served a role as a sort of bogeyman for the time. Furthermore that the kalnakas were said to be particularly fond of feasting upon slaves who disobeyed their masters.
The map across the room also glows with strong magic..

Amarantha Van der Griest |

What we have here a lovely story from Ancient Osirian ,A fable/propoganda tale about the kalnaka, a monster that was believed to prey upon the children and the elderly and served a role as a sort of bogeyman for the time. Furthermore that the kalnakas were said to be particularly fond of feasting upon slaves who disobeyed their masters.

GM Pox |

As you move around the room you get closer looks at what is already described.. Until you come close to the wall next to the map.. You notice a secret compartment in the wall.

Arduino the Lesser |

Nice
Arduino scans the compartment for magic, then encourages someone to search it for hidden traps, then encourages someone hardy to open it just in case.