
Herbert Degrasse |

Herbert draws the door open. Lying before him is a large chamber containing a chariot.
A brightly painted chariot sits in the center of this chamber. Beyond the chariot, a large canvas stretches between two stone columns. The skin of several animals are tacked to the canvas. A wooden chest, lacquared white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small shield is molded ino the masonary. An open hallway leads to the east. A set of stone doors stands on the south wall.
Treasure!
Herbert scans the floor for trapped stones or anything else unordinary.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

HeroicSort |

The chariot in the center of this chamber is fully restored. A close look shows that paint lines do not line up exactly. The chariot was probably brought in piece by piece and reassembled. The years have rendered the hardware useless. The chariot remains a beautiful piece of antiquity, but is not battle worthy.
A knowledge of Nature check may help to determine the significance of the furs, as well as the species of animal.
All eyes are drawn to the ornate chest laying in the southeast corner.

Isis Meskhenet |

Treasure, indeed! Everyone be very careful. This room is most likely heavily trapped. Let us proceed very cautiously.
Isis detects magic and also scans the room for anything out of the ordinary.
perception: 1d20 + 6 ⇒ (16) + 6 = 22

Isis Meskhenet |

Isis takes a closer look at the animal furs as well
knowledge nature: 1d20 + 7 ⇒ (4) + 7 = 11
Isis notices that the chest is trapped!
No one touch the chest! Its trapped! Herbert do you think you can disable the trap on the chest?

Herbert Degrasse |

The chest in front of Herbert is beautiful. Many hours of skilled labor made the wood shine, the carvings of traditional Osirion scenes the work of a master. The device on the lock mechanism is equal in beauty to Herbert. His skilled hands admired the carefully located triggers that would send a blade into the unprepared hand. The gnome was lucky to spot the trap; probably something she'd encountered in her studies.
I wonder where she studied and why?
Disable Device: 1d20 + 7 ⇒ (19) + 7 = 26

HeroicSort |

The tumblers click and turn slightly. Herbert positions his last two fingers in front of the false portion of the keyhole. The rogue's fingers look like a bard holding the neck of a lute. With uncanny regularity Herbert coaxes the mechanism forward and catches a tipped blade on both flats, pinching the danger between his fingers.
Poison.
The blade's tip reflected the holy light from Gribb's spell back in a shimmering pattern. The substance was still potent after all this time.

Isis Meskhenet |

Nice work Herbert! I have encountered these types of poisoned blade traps in my studies before. That trap could have been very deadly if you had not disabled it. Now let's have a look inside this exquisite chest!

Isis Meskhenet |

I will take a closer look at these potions, perhaps I can identify them.
spellcraft check: 1d20 + 7 ⇒ (14) + 7 = 21
spellcraft check: 1d20 + 7 ⇒ (16) + 7 = 23
spellcraft check: 1d20 + 7 ⇒ (11) + 7 = 18
These books appear to be written in ancient Osirion hieroglyphics. I will examine them for a moment and see if I can decipher what they say.

Isis Meskhenet |

The two bronze potions are Cure Light Wounds potions, the black potion is a Darkvision potion. The two books tell of Akhentepi's life and military conquests between 2350 and 2450AR. I shall study these books further when we have a moment to pause.
Let us now see where this hallway leading east takes us.

HeroicSort |

The hallway is typical of Osirioni Tombs. Four masks stare down from their positions high on the walls. The masks are stylized featuring both animal and human features and no shortage of gold. 75gp each
The masks represent judgement,of both the entombed and any grave robbers brave enough to steal from the deceased.
The room at the end of the hall features a large three dimensional diorama, a weapon rack, and a shield rack. The details remain hidden in the gloom.

Gribb Harak |

Unless our new friend has more tricks than the others I've worked with, I have the only magic means of lighting the area. If I cast on the coin, our bullet will fall dark. I can only have one light source active at any time.
Gribb looks at Isis for further direction. His hand never strays far from the wooden shaft of his mace.

Isis Meskhenet |

Sure Herbert. Lets use a torch. We just need something to light up this room so we don't stumble into a trap.
Herbert, once this room is lit we should have a look around. I will check for anything out of the ordinary and see if I can detect any magical auras. You should check the room for traps.

HeroicSort |

Herbert's torch flares to life. The four masks above, high on the wall, take on a much more sinister look. The eyes reflect the flames giving each an eerie depth.
The Pact of the Four Pharaohs of Ascension
Prior to the Four Pharaohs' unification in -1498 AR, Osirion’s people were divided as the four separate dynasties contended for supremacy. As its resources were expended in internal squabbling, Osirion fell vulnerable to invasion by its neighbors. To avert catastrophe, the four tyrants came together in a solemn pact, forming a powerful junta of pharaohs. Initially, the suspicious emperors employed a regimented circuit of shield other spells to limit the risk of backstabbing and secured each others loyalty to the pact. Later, as their paranoia grew and demanded ever greater assurances, in order to maintain their accord the pharaohs bonded their destinies into a single fate. With the alliance complete, Osirion prospered, fueling its wealth with an enslaved underclass, sourced from its conquered neighbors. With their fates intertwined, the Four Pharaohs of Ascension lived together, ruled together and were fated to die together. Each year the Four Pharaohs would convene inside a pyramid known as Ahn’Selota and renew their mystic pact using an artifact known as the Pact Stone.[5]
According to historical text, ultimately, at the end of their reign, the four pharaohs fell ill and died from an incurable disease. In truth, one pharaoh died and the other three were dragged to their deaths by the pact that was once the secret to their success. Although several theories still circulate to this day, it was never known which pharaoh was the one that was truly fated to die and which three were merely sharing in their colleague's demise.[6]
It is known, though, that in his final days, the Fiend Pharaoh attempted to sever his tie to the Pact, likely in an effort to save his own life. His unsuccessful efforts were uncovered by the remaining pharaohs and he was denounced as a traitor. His body was separated into 263 pieces in 56 canopic jars and placed within the Veinstone pyramid.
As light bathes the Obsidian Marketers, the Cleric throws the magically imbued bullet into the dead-ending hallway. The room is full of trophies. It looks like an armory with racks of weapons and shields. The diorama reflects a battle scene, presumably one that Akhentepi presided over. The warriors are dressed in very old Osirion weapons and carry traditional shields. The figures stand about 18 inches tall. Each is different in detail.

HeroicSort |

When the first person breaks the invisible barrier that marks the beginning of the Trophy room, several of the tiny men spring to life. They let out a battle cry in Ancient Osirioni.
આ ચોરો કીલ!
The spears and shields they hold come to the ready as they storm the intruders.
Roll Initiative

Isis Meskhenet |

Isis catches her breath as the light from Herbert's torch falls upon the four masks hanging on the wall. As an Osirionologist she knows what these masks represent. Isis turns to the rest of the party and says:
Obsidian Marketers I recognize these masks from my studies in Osirionology. Listen closely, before we go any further, I have an important story to tell you about these masks and their importance in the Pact of the Four Pharaohs of Ascension.
Before she can begin the story the party is attacked!....
Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

HeroicSort |

Reed Harak |

Reed rushes at the miniscule marauders. Two of the tiny terrors wave their pointed spears and call out in a language long dead
I have the one on the right.
Attack with scimitar: 1d20 + 2 ⇒ (10) + 2 = 12

HeroicSort |

The size of the defenders make them very hard to hit. Reed's scimitar slices the air where the Warrior Doll had been moments before. Both counter attack the Ranger, trying to slam him into the sharp weapon racks.
2 slam attacks from #1: 1d20 + 3 ⇒ (11) + 3 = 141d20 + 3 ⇒ (1) + 3 = 4
2 slam attacks from #2: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (4) + 3 = 7

Herbert Degrasse |

Herbert steps into the melee with his rapier drawn. The sword started life on the hip of a powerful man. Now Herbert hoped to slay a thousand year dormant guardians with the honed steel.
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
His sword is turned by the shield the tiny Warrior carries.
Not just decorative!

Gribb Harak |

Gribb readies his mace. If anything tries to slip from this chamber he will bash it.
Keep them in this room lest they destroy the reason we come here.
Ready attack against any enemy that leaves the Trophy Room

HeroicSort |

Isis Meskhenet |

Isis launches another bomb at the remaining doll.
Bomb Attack: 1d20 + 4 ⇒ (4) + 4 = 8
The bomb misses!
Bomb Splash: 1d100 ⇒ 54
above 87
The splash from the bomb misses the doll as well as it darts out of the way with a quickness! Thank the gods it also missed Reed!

Gribb Harak |

As you know well Isis, in many ways the ancient Osirions were better at magic than even the most skilled mages that live today. The love of magic as much as gold has spurred the opening of the Necropolis. To a worshiper of Nethys nothing rivals the lost magics of Ancient Osirion.
Gribb kicks the now dead construct out of his way and proceeds into the trophy room.
I wouldn't worry much about traps. The constructs have made a mess of this place.
Gribb gestures to the rubble and overturned weapons rack.