
GM Fez |

As soon as you finish swapping the top cartouches there is a loud click and the wall panel swings open. The rich scent of palm wine, cinnamon, and myrrh fills this magically illuminated storehouse. Each wall has deep slots filled with papyrus scrolls. A white-and-black marble altar enveloped in faint wisps of faerie fire sits squarely in the center of the room. A ladder to the south leads up to a walkway, with more shelves and a golden sarcophagus.
The sarcophagus contains a mummified corpse. A small shrine next to the
sarcophagus holds coded notes in Ancient Osiriani.
The notes explain that the sarcophagus allows a creature touching it to commune with any corpse placed inside. This ability can be activated once per day, as the spell speak with dead (CL 8th), though the visage on the lid speaks the answers rather than the corpse.
Searching the shelves reveals a collection of spell scrolls: a scroll of bless, a scroll of magic weapon, a scroll of ghostbane dirge, a scroll of resist energy, a scroll of remove disease, a scroll of speak with dead, and a scroll of elemental speech.
The chest on the walkway contains five bottles of holy water, a stack of ancient platinum coins, five spell component pouches, and three scholar’s outfits in red, yellow, and green, cut in a style common millennia ago.

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"Lots of items in here Anything that will be useful now? I know that it will be all useful at some point right Fethril?" Kelris asks keeping his eyes open.

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"Of course it will all be useful Kelris. Nethys has certainly blessed us this day. However, the immediacy of their benefits is somewhat obfuscated at the moment."
The mage makes a detailed rubbing on the sarcophagus, as well as any runes and hieroglyphs to be found.

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Morka takes a few scrolls, and then tries on one of the scholars outfits. "What do you think guys, does it suit me?"
"This place has so many secrets, I wonder what it's like further inside." He leaves the treasure room, and curtsies infront of the elemental. "Thank you, your Grandness." Satisfied, he moves back, and then checks out the path leading further in.

GM Fez |

I keep forgetting no one has linguistics. Onwards!
B9
This storage space housed food and supplies for the fortress. The walls, floor, and ceiling are charred, and the burnt remnants of a few splintered boxes and barrels and a handful of corpses are scattered to the edges of the room.
B10
The ceiling of this natural cavern sparkles with thousands of tiny crystals, while the center of the cave is split by a chasm that wends deeper underground. A stone bridge stretches over the gap. At the center of the bridge rises a black granite obelisk, covered with gems and hieroglyphics. The obelisk is a masterpiece of sculpture, with flawless lines and beautifully rendered images of the past. Large double doors provide an exit to the north while an open archway to the south is covered with wall carvings and leads to a hallway.

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Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"Looks like a light down there." Kelris points below the bridge they are crossing. "This place really matches the Diamond sage do you not think? Almost like he wasn't trying to hide." Smile on Kelris' face

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Mage-y Secrets: 1d20 + 9 ⇒ (10) + 9 = 19
Perception: 1d20 + 15 ⇒ (8) + 15 = 23
"I am more curious as to what caused the damage and killed those in the other room."

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Arcana: 1d20 + 7 ⇒ (10) + 7 = 17
Perxeption: 1d20 + 10 ⇒ (14) + 10 = 24
He taunts the wizard, "Perhaps it was a dragon. It matches right, the scorch marks. Did someone remember to take that dragon bane sword?" His laugh turns awkward at the end there.

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"James, Kelris, can one of you hold the end of this rope? I believe I am the best climber among our group."
There is an implied as would be expected in her tone; Fethril appears to be rubbing off on Merisiel.
She has a +9 climb and 50' of silk rope, so can just Take 10 (or even if she had to roll she would get a minimum of 10).

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"I can." Kelris says putting his pack down and wrapping some of the rope around his arms and moving to James to help out as well. "An explosion by the scorch marks but who knows." Kelris offers over his shoulder.

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"Take a small blessing from Nethys, Merisiel. And this next one should help ensure you can see what you are doing." The elf takes the end of the rope and begins incantation. Moments later the coiled knot shines like a torch.
I will cast Guidance on her and Light on the rope.

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"Well aren't you a brave one, Merisiel? Ladies first, as they say, heh!" He tries to cover up his concern with humour before rectifying that, "Just please be careful."
He will use up a few rounds (not sure how many it would take) of bardic performance to give her +2 climb. At GM descression, just to make sure she makes it okay.

GM Fez |

She doesn't really need it, but it would take about 3 rounds for her to get down the rope.
Merisiel discovers a broken, scarab-embossed wayfinder, a wand and a gem. The corpse is also wearing a ring. Everything else on it has been eaten away by time and appears useless.
I'm proud of these spoilers. These are good spoilers.

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Spellcraft#1 {Guidance/Elf:Identify}: 1d20 + 9 + 1 + 2 ⇒ (13) + 9 + 1 + 2 = 25
Spellcraft#2 {Guidance/Elf:Identify}: 1d20 + 9 + 1 + 2 ⇒ (4) + 9 + 1 + 2 = 16
Spellcraft#3 {Guidance/Elf:Identify}: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31
Spellcraft#4 {Guidance/Elf:Identify}: 1d20 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14
"A wand to aid in the defense against the forces of evil. The gem is left over from a long ago age. It will allow us to dispell the darkness, temporarily at least, for a half-score more times. As to the others, the knowledge of these magics are long forgotten."

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James stays up front to make sure nothing harms the fragile elf hiding behind him.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

GM Fez |

Spirits pour out of the obelisk, and a wave of desert heat washes over the area. The spirits dive at Kelris, screeching in some foreign language.
Touch your heart...: 1d20 + 6 ⇒ (6) + 6 = 12
They move through the big man, leaving faint trails of ghostly matter on and around him. Inside he hears faint whispers, "Remember". I need a DC 15 Will save from you Kel.

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Will save: 1d20 + 3 ⇒ (17) + 3 = 20 +1 if it is a fear effect?
Kelris watches as the spirits move through him, the blasting desert heat instantly makes Kelris sweat in his armor.

GM Fez |

Kelris forces his will on the spirits, pushing them away and stopping them from scouring his soul.
The obelisk starts giving off visions to all of you nearby. All creatures within 50 feet of the haunt see visions of the dead rising up from ancient tombs, armies of divs marching forth from a massive structure of black stone, and a plague of locusts sweeping over the land. The visions end shortly.
The arch around the north entrance to the hallway ahead is covered with detailed carvings depicting the life and accomplishments of a female pharaoh. A charred corpse covered in flecks of glass is visible just inside the hallway.

GM Fez |

On the other side of the short hallway you can see a large hall with a table surrounded by three chairs.

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Aid?: 1d20 + 1 ⇒ (9) + 1 = 10
"Isn't there 3 of the sages? Diamond and the other two?" Kelris says
Now you watch, Fethril will only make the check with Kelris' aid.... HAHAH

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Kn History: 1d20 + 7 ⇒ (5) + 7 = 12
"How interesting...this place is getting more and more perculiar by the minute...

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"That is interesting, so either the History books are wrong or this is done in reverse on purpose?" Kelris mutters. "What do you see there Merisiel?"

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"Let's have it here so I can take a look."
Detect Magic and all that
Perception: 1d20 + 15 ⇒ (6) + 15 = 21
Preemptive Spellcraft {Elf/Guidance}: 1d20 + 7 + 2 + 1 ⇒ (17) + 7 + 2 + 1 = 27
Preemptive Spellcraft {Elf/Guidance}: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21
Preemptive Spellcraft {Elf/Guidance}: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 29

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"I would assist, but it looks like yu don't need my help at all. You know, there might really be a dragon in here...and that's a little unsettling."

GM Fez |

Stepping into the hallway triggers a loud screeching sound, followed by the hallway filling with the howling wind and sand from outside the fortress. Fire soon joins it, ripping through the entire small space and causing molten glass to fly everywhere within. DC 17 Reflex save Meri for half damage and to avoid being blinded for 1 minute.
Molten whirlwind: 8d6 ⇒ (2, 6, 1, 2, 5, 5, 6, 5) = 32

GM Fez |

It isn't easy, but with her skills Merisiel manages to save the pack, pulling it out of the hallway before it is destroyed like the corpse that was holding it.
Inside the pack is a broken scarab-embossed wayfinder and a scroll of remove curse, easily identified by Fethril. In addition there are notes about the ruins and correspondence from the
Pathfinder Society leadership. The notes record the pathfinder's suspicions about a trap in the hallway and that he had located a switch to bypass it. In addition, there is a letter bearing the seal of the Decemvirate.
Thanien,
Our agents in Qadira unearthed documents that were taken out of Osirion during the interregnum. They speak of an ancient group of scholar revolutionaries that were suppressed by the pharaohs during the Second Age. We believe we’ve pinpointed the abandoned fortress where some of these sages hid from the purges with their treasures. The documents say these scholars held priceless histories of Ancient Osirion, which we need you to retrieve and return to Absalom.
Assemble a team of the Scarab Seekers and follow the instructions that arrived with this letter. We’ve set up a cover for you as merchants and prepared a caravan that should see you close to the fortress and provide transport for anything you recover.
If the Osirians discover your purpose, we can’t have it traced back to the Society. Once you go in, you’re on your own. Burn this letter and the other documents once you’ve memorized them, and keep the information they conveyed to yourself.

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"I guess we can throw the letter in the hall now to incinerate it." Kelris muses after reading it himself. "SO now we have some of this information, I wonder if he had more about these ruins. Did we hear about a Caravan coming here?" Kelris says