
GM Rednal |
The creature screeched as it barely failed to avoid the splash of holy water... and pure, holy light carved through its body and split apart its essence. The wraith's body simply began smoking, fading into wisps a moment later as the man's soul was finally sent on to its proper resting place... but judging by the last look of horror on his face before he entirely disappears, he's not going anywhere good.
With the spirit gone, you're now able to look around the room. The inside walls are covered with arcane glyphs - and just a glance at them is enough to tell that if you knew Read Magic, they'd be quite informative for teaching. On the other hand, you gave your body a sorcerous bent, and probably couldn't make use of the knowledge anyway. Ho hum.
The major highlight of the room is the skeleton in the center - from the position of the hand, it seems the man's death was a suicide, and an ornate dagger remains stabbed into where the heart would have been. There's nothing else in the chamber that catches your eye.

Sevia, The Raven Queen |

Sevia's shoulders slumped as the ghost seemed to finally wither away, exhausted by the whole ordeal. Arcane magics were unfortunately decidedly inferior when it came to dealing with undead than the Divine. Kneeling down to the man's corpse, Sevia will remove the dagger "<May your soul find its proper afterlife.>" Sevia said in prayer, though more out of duty than respect.
Sevia casts Detect Magic on the dagger. Spellcraft on the walls Appraise on the Dagger.
Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9
Appraise: 1d20 + 8 ⇒ (6) + 8 = 14
"It appears that any answers to our puzzle won't be found here...I can't decipher the magic writing, but at a guess I might say they could be spells" Sevia mentioned to Rogziel as she cast Infernal Healing upon herself. Retrieving the staff, Sevia will head to the burial chamber at 7 and 8 and search those rooms again for any kind of key to room 15.

GM Rednal |
The dagger has a definite magical aura - which isn't helping you figure out what it actually does, and you haven't spent enough time looking through the shops in Maheto to get a good sense of what the dagger might be worth. It seems you'll need to ask someone else to appraise them for you, though even your inaccurate examination is enough to reveal that the dagger is unusually well made and seems to be sharper than a normal blade.
There doesn't seem to be anything of value in the kitchen room... and the chamber with the tombs seems empty at first. On the other hand, you haven't actually opened the tombs to check inside of them yet... it's entirely possible that something is inside, but it would mean investigating the resting place of dead men...
There is one more item of interest in the chamber with the tombs. Behind the statue of the jackal (and its continual flames), you discover a secret panel that has a dial with a small depression in its center. Around the edges of this dial are markings that match the phases of the moon, and it seems like something fairly small - though not any of the animal statues you've found, judging by the shape - might go there.

Sevia, The Raven Queen |

Spellcraft on the dagger
Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
An interesting find, Sevia guessed there might be something behind the hidden panel that could help them solve the puzzle. Reluctantly, Sevia decides to grab her crowbar and pry open each coffin, careful to disturb them as little as possible. Shifting each lid open, Sevia passively observes the insides, before resetting the lids after looking into them.
If Sevia doesn't find anything, she'll search the bedrooms and the pit again, along with room 3 and 2

GM Rednal |
The dagger stubbornly refuses to yield its secrets to your examination - which at least tells you that whatever its effect is, it's strong enough that your currently-low level of knowledge isn't enough to recognize it, and that's probably a good thing.
Inside each of the crypts is a mummified corpse and a long crystal rod - each rod is in a different color, and you're able to pull out red, blue, white, green, yellow, purple, and orange rods from the coffins. The bodies themselves don't seem undead, and simply remain where they are. The rods are about one inch in diameter and two feet in length, with an inscribed iron band capping one end and a smooth groove on the other. Each rod is also decorated in the strange script that fills this tomb, with what looks like one word each carved into the iron bands.

Sevia, The Raven Queen |

Collecting each rod, Sevia sighed as she tried to ponder the significance of what these meant now. Perhaps the gnolls had been righter to try to tear the place up with picks? Sevia entertained the idea as she headed back to the library - whereupon she asks the man translating the books if he can figure out what the rods say. "They seem to have some significance to proceeding deeper into the tomb, or maybe not. I've also been collecting these figurines - which are definitely important somehow." Sevia says, showing him the items and seeing if he can make any sense of them.

GM Rednal |
"Back again?" the man asked, clearly having made quite some progress in his study of the books within the room. He takes the items and starts looking them over, though, and eventually compiles a page of notes for you.
Red Crystal Rod - Tesher
Blue Crystal Rod - Khesbetti
White Crystal Rod - Sesh
Green Crystal Rod - Uarkh
Yellow Crystal Rod - Ksantha
Purple Crystal Rod - Tekhit
Orange Crystal Rod - Uatch
Scarab Figurine - Mekharr
Asp Figurine - Hafau
Ibis Figurine - Tekhen
The fake librarian scratched his head as he looked at the parchment. "Well, these look like names." he said, glancing at the items. "If I had to guess, it's probably first and last, and chances are you need to match them correctly to make them work. Where did you find these? If their names are listed anywhere else, we might be able to put them together." Rather literally - it's increasingly apparent that the rods are meant to be screwed into the figurines.

Sevia, The Raven Queen |

"They were in the coffins of some of the buried in another chamber, I suppose they might attach to the figurines...but why?...Perhaps they're needed deeper in the tomb?" Sevia ponders the figurines and the rods and tries out the three collected figurines on each of the rods to see if they can be attached.
"It appears Rogziel, that we'll have to force our way through if we want to proceed..." Sevia told her companion, leaving the fake librarian behind.
Sevia will grab two picks from the storage room and head back to room 15. She'll briefly search the golem before propping open the door with the ram again, after which the two will try to break down the door with picks

GM Rednal |
Each of the rods seems able to fit each of the figurines - there doesn't seem to be any way of telling which rods attach to which figurine without locating the names in question. On the bright side, you are able to retrieve a small granite ring from the golem - and eventually break down the wall in the chamber with the horse to reveal the next passage.
Here, you can see a long passage ahead of you, with two doors on the left and two on the right - and a turn down at the far end, leading even deeper into the tombs. The doors seem to be unlocked, allowing you to enter any of them you choose.

Sevia, The Raven Queen |

Detect magic and spellcraft on the ring
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
After the tiresome work of breaking down a hole big enough into the wall too squeeze through, Sevia discards her pick. "Alright, at least we can move forward. Careful though - I'd expect more undead..." Sevia said, drawing her swords before moving forward. The door to the right seemed closer, so Sevia decided to check it first, moving quietly to the door and cautiously opening it.
Take a 10 on stealth to open the door and perception for undead/traps. 22 on stealth, 21/25 perception for Sevia and Epyon

GM Rednal |
The ring is definitely magical, but you aren't able to identify its properties via spellcraft. Rogziel nods at your comments on the undead - and looks distinctly skeptical, considering that your vitality is now lower than an average human's - but follows along.
As you enter the room, the strong odor of funerary spices hits you. The walls are covered with complex bas-relief images. However, looking closer, you see that the delicate carvings have been painted over in pictures of hideous rituals and monstrous creatures. On the far wall above a stone sarcophagus there are letters scrawled in a brownish substance.
Epyon lets out a quiet cry of warning as it looks at the sarcophagus - the lid seems to be trapped.

Sevia, The Raven Queen |

Linguistics on the words on the coffin, Disable Device on the trap
Sevia noted Rogziel's reluctance, herself somewhat worried about her damaged constitution. It wasn't anything she couldn't eventually sleep off, but it would for now hamper her strength. She supposed they could always fall back again to recover their stamina. Looking at the murals on the walls gave her the chills though - this did not seem like any ordinary funeral room. Especially given the trap.
Disable Device: 1d20 + 11 ⇒ (13) + 11 = 24
Linguistics: 1d20 + 8 ⇒ (3) + 8 = 11
Before anything else, Sevia carefully disables the trap on the coffin, wary of accidentally setting it off. Before leaning over the lid and trying to decipher the simple message scrawled across it. It takes a few minutes but she's able to discern the meaning.
Sevia will attempt to keep deciphering the text since it's probably important
Linguistics: 1d20 + 8 ⇒ (15) + 8 = 23

GM Rednal |
There's a click as the trap is disarmed, though the sarcophagus itself is still locked tight. Eventually, however, you're able to make out the meaning of the letters - training in linguistics definitely has its uses, though it's probably fortunate that the message is neither long nor complicated.
Once translated, the text reads "No rest for the unfaithful".

Sevia, The Raven Queen |

"No rest for the unfaithful." Sevia says aloud in translation for Rogziel. She did not like the sound of that, though the text certainly matched what she'd seen of the state of the room. "Whatever was done to the occupant was probably gruesome given what we've found so far. I would expect undead." Sevia grimaced, looking over the outside of the sarcophagus for any kind of grip - if they could use a rope to pull the lid off.
"I'd rather not be next to this thing when we open it up...why don't I tie a rope...here...and we can pull it off from a safer distance." Sevia said, retrieving her silk rope from her backpack and tying it to the lid before handing the rope to Rogziel. Fiddling with the sarcophagus again, Sevia will spend her time trying to unlock the damned thing before dropping her Thieve's Tools and bolting for the hallway after finally hearing the click of the lock.
Sevia will take a 20 on DD to unlock the sarcophagus and retreat to the hallway with two daggers drawn. Sevia will ready an attack on any undead inside
Nodding to Rogziel to pull open the sarcophagus, Sevia raises her daggers.
Attack: 1d20 + 7 - 2 - 2 ⇒ (12) + 7 - 2 - 2 = 15 vs FF Damage: 1d6 + 1d4 + 7 ⇒ (3) + (3) + 7 = 13
Attack: 1d20 + 7 - 2 - 2 ⇒ (17) + 7 - 2 - 2 = 20 vs FF Damage: 1d6 + 1d4 + 7 ⇒ (4) + (2) + 7 = 13

GM Rednal |
The lid of the sarcophagus is thrown off with deadly force as Rogziel begins to pull it open, and a vicious (but solid) form emerges from within - right alongside a horrible smell.
Fortitude: 1d20 + 5 ⇒ (4) + 5 = 9
You are sickened for: 1d6 + 4 ⇒ (4) + 4 = 8 minutes.
The beast lurches forward, only to be met by a pair of deadly dagger slices - though, sickened by its smell, you're unable to land both of the hits.
Initiative (Enemy): 1d20 + 3 ⇒ (3) + 3 = 6
Initiative (You): 1d20 + 8 ⇒ (8) + 8 = 16
Neither of you are truly at the top of your game, but the undead's reactions are far from perfect after however long it's spent in captivity. From behind you, you can hear Rogziel call out some information. "It's a Ghast! The claws can paralyze, and the bite's infected!"

Sevia, The Raven Queen |

Sevia coughed as the nausiating stench assaulted her senses, throwing off her aim as both daggers sailed forward - though one barely off course. She'd only her weakened constitution to blame as she fought the urge to vomit, but much more concerned about what they were actually facing. Trying to fight a ghast on its own terms was tantamount to suicide. "Run back, toward the atrium! Don't get near it!" she shouted, slipping another set of daggers into her hands, before throwing one and following Rogziel back towards the chamber they'd just entered from.
Sevia delays until Rogziel leaves on his turn, then swifts for her two daggers, attacks with one, and moves 60ft back into the corridor and into room 15, drawing the magic dagger as she does.
1d20 + 7 - 2 - 2 ⇒ (13) + 7 - 2 - 2 = 16 vs FF Damage: 1d4 + 1d6 + 7 - 2 ⇒ (1) + (2) + 7 - 2 = 8

GM Rednal |
"Oh, good. You're not suicidal after all!" Rogziel clearly doesn't need any motivation to get out of the way of the undead, though.
The thrown dagger sinks into the ghast, but doesn't actually stop it. On the other hand, it's not normally faster than you are... and the undead moves forward, though it's not able to proceed past a little ways through the door before you're able to act again.

Sevia, The Raven Queen |

Sevia rolled her eyes as the two retreated, Sevia taking up a defensive position in the Atrium. Daggers in hand, Sevia called upon her powers of invisibility again as the monster shrugged forth into the room. Hopefully she could end this decisively now before they had to draw back any further - flinging both daggers at the monster, both striking true and particularly deeply in the case of her second.
swift to burn 1 ki point, 2/6 remaining. full attack with the magic dagger and the normal dagger
Attack: 1d20 + 7 + 2 - 2 - 2 - 2 ⇒ (13) + 7 + 2 - 2 - 2 - 2 = 16 vs FF Damage: 1d4 + 1d6 + 6 - 2 ⇒ (3) + (5) + 6 - 2 = 12 (plus whatever effect the dagger has)
Attack: 1d20 + 7 + 2 - 2 - 2 - 2 ⇒ (20) + 7 + 2 - 2 - 2 - 2 = 23 vs FF Damage: 1d4 + 1d6 + 6 - 2 ⇒ (3) + (5) + 6 - 2 = 12
Crit Confirm: 1d20 + 7 + 2 - 2 - 2 - 2 ⇒ (13) + 7 + 2 - 2 - 2 - 2 = 16 Damage: 1d4 + 6 - 2 ⇒ (3) + 6 - 2 = 7
both should hit and I imagine it's prooobably down by now. Do I get some clue as to what the dagger does when I used it?

GM Rednal |
Both of the daggers strike the Ghast... but your vision is sharp enough to notice that only the first was needed to bring the enemy down, cutting a little deeper than would normally be expected. Rogziel immediately stops moving away, though he's also quite careful to not get too close... but the enemy seems to actually be dead, not merely faking it, and you have no trouble retrieving the daggers from its corpse and the hallway.

Sevia, The Raven Queen |

Retrieving the daggers and rope, Sevia will return to the body and attempt to discern the identity of whoever the victim was that succumbed to ghoul fever. "This is monstrous, to do something like this to a person as punishment..." Sevia said darkly, clearly having been upset at what she'd been seeing; moving on next to the person's tomb and searching the coffin, looking at the entrance to the other tomb across the hall as well. While waiting a few minutes to calm her stomach, Sevia will compose herself and try to search her memories for this Toth Nekamek - as he surely would've been judged by her on his enterance into the afterlife.
Can I remember this guy?

GM Rednal |
A pile of ceremonial ornaments - clearly valuable, and worth about 800 GP - are lying in the bottom of the tomb... and it seems you're finding it easier and easier to disturb the resting places of the dead.
However, as you try to reach through your memories, pain shoots through your head. Uncountable billions of souls waver before your eyes, in thousands of shapes and every condition imaginable. You can't even begin to process just how many of them there are, or try to separate one soul from all the others that are trying to make themselves the most prominent in your mind.
Roll a Will save, DC 15. If you fail, take one point of temporary wisdom damage.

Sevia, The Raven Queen |

Nothing I'm able to tell about the ghoul?
Will: 1d20 + 10 ⇒ (8) + 10 = 18
The ordeal is short, but almost painful. Not physically - but it was almost comparable to feeling a hammer slam into her head. Luckily Sevia was made of tougher stuff, and was able to preserver long enough to shut herself off from the memories. "Better not try that again." She whispers to herself.
Signaling to Rogziel she's ready to move on after waiting out her nausea; Sevia will take stock of the tomb across from the one they just opened, carefully opening it up.
Take 10 stealth and perception when opening the door. 22 & 16/25 looking out for traps and undead

GM Rednal |
Nothing except what you can glean from the room itself.
As you push open the door, a foul-smelling brown gas flows out - it doesn't seem toxic or harmful, and you're pretty sure that your enemies can't see you... because you can't see more than five feet through the cloud yourself, even with your darkvision in play. There's no way of telling what foes might be lurking within the mists here... or what treasures are there.

Sevia, The Raven Queen |

"Let's wait a moment to see if anything attacks...or at least see if this fog dissipates." Sevia says looking warily at the brown fumes flowing out, drawing her swords and casting Detect Magic into the room, looking for any magical auras. Sevia will wait and listen minute or two to see if anything charges out, or if the fog dissipates.
Sevia takes the Total Defense action while waiting. Btw how high is the ceiling of these places?

Sevia, The Raven Queen |

"Well...I don't like it but that fog doesn't seem like it's going away. Wait here." Sevia tells Rogziel, holding up her swords defensively and carefully proceeding forward. At least this way if it were something dangerous she could get away without worrying about her companion. Keeping the wall within her vision, Sevia will make a clockwise circuit of the room.
Sevia is still using Total Defense, so AC is 25

GM Rednal |
As you move through the mists, you eventually come into view of a single skeletal figure who turns to regard you with a curious expression. "Oh, hello." he said, using a very old (but understandable) dialect of Common. "I thought it was starting to feel a little drafty in here... I don't suppose you'd be willing to give me some help?"

Sevia, The Raven Queen |

Is it undead?
Sevia stops to look at the figure, surprised to encounter something not trying to instantly kill her; perhaps she was being lulled into a false sense of security? "What kind of help? And...who are you?" Sevia asks, regarding the person with a wary expression and raised eyebrow.
Sense Motive: 1d20 + 10 ⇒ (16) + 10 = 26

GM Rednal |
Yes.
"Norvne, dashing rogue and lover of queens! Well, a queen. Once. Then I got locked up in this bloody tomb." he sighed and shook his head. "This battered body of mind isn't in such great shape, either, but I can't rest until I've had the chance to throttle that fool of a king myself." He's clearly a little odd in the head - but unlike the other undead in this tomb, it seems like he'd rather not fight you if he can avoid it. Perhaps more relevantly, your detect magic spell is going insane - he's covered in quite a collection of enchanted items, from an exquisite-looking robe to bracers, an amulet, and even a ring.

Sevia, The Raven Queen |

Sevia's eyes widened as she realized who the person in the other tomb was. "So that's what the message meant..." Sevia said, piecing things together. The ghoul must have been the queen of Toth Nekamek, and she had an affair with this man...and then he'd had them both buried alive to suffer thousands of years as undead. The whole thought had left her white knuckled, barely managing to sheath her swords and let go of the handles amidst her rage. Though she couldn't recall it, she was certain his soul was buried in the Boneyard. "No...not foolish. Despicable. Blasphemous to the highest degree." Sevia sneered, though considering what happened to him, she doubted he'd be buried in such extravagant and powerful magic items. 'Cursed maybe?'
Sevia will take a moment to calm herself before addressing him again. "You will have your revenge Norvne. But will you wait another day? I wish to leave and gather my strength before confronting the final antechamber." Sevia explains.

GM Rednal |
"You kidding? I've gone through so many already that I won't even notice you're gone. Oh! But you're probably going to need these!" He lurches into the fog, disappearing entirely from sight, only to return a moment later with figures of a ceramic ram, alabaster cat, and sandstone hippo. "Not sure where the others are, but they've got part of the names of the **** king's generals on them, so..."

Sevia, The Raven Queen |

Sevia will take each figure, and then give the man a polite bow. "Thank you, I'm not sure how but I do believe they are significant to reaching the final chamber. This makes six of seven I've collected." Sevia pockets the figurines. Now that she thought about it though, the names on the items probably matched the names on the sarcophagi. She frowned looking at the poor state of this man though. "Before I leave, I could at least restore your body with a spell, if you wish." Sevia says.
If Norvne accepts, Sevia uses a point of mythic power to cast Restore Corpse on him
Upon returning to the corridor to her companion, Sevia will seal the room again. "We should withdraw for now, I'd like to seek a Restoration spell from a Cleric...but before we go-" Sevia paused to look at the corpse of the ghoul they'd just faught. "I'd like to burn the body of that woman, she deserves more than what's become of her." Sevia says rather sadly. "That and we should destroy that undead horse."

GM Rednal |
"Ooooh! I feel... well, not alive, but fleshy!" Norvne exclaims, clearly delighted. He waves as you leave, though, clearly having a sense of time that's very different from what mortals experience.
Rogziel, on the other hand, simply nods. "Well, there are those burning flames in the burial chamber from earlier... or magic." he muses. "...Though, all this talk about burning people is making me wonder if I'm going to become a bloody inquisitor at some point." He looks faintly concerned by the idea. "I don't want to be that serious."

Sevia, The Raven Queen |

Remembering the Continual Flame spell from the basin at room 8 Sevia wonders if it could be removed. She hadn't checked. "Hmph, this tomb is a monument to why I wish my followers have their remains burned. One cannot enslave the soul without a body to reanimate." Sevia tells him in response. "Why don't you go grab some of the bedding from the barracks to wrap the body in? I'll deal with the horse." she says, waving him off as she draws her swords.
Sevia will head to the South wall out of the horse's line of sight and then sneak back up to it. 22 stealth. Then attack.
Attack: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13 vs FF Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11
Attack: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 vs FF Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
If Sevia beats his Initiative she attacks again and full attacks until it dies
Attack: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12 vs FF Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Attack: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 vs FF Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Crit Confirm: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 Damage: 1d6 + 6 ⇒ (5) + 6 = 11

GM Rednal |
The sturdy metal coating the horse's bones reduces the damage it takes, but your first set of blows are enough to collapse the creature and bring it down for good. It seemed to have been a fine steed in its life, but it certainly hadn't been reanimated as a greater sort of undead - like the soldiers, it was more ceremonial than functional.
Eventually, with quite a lot of grunting, Rogziel manages to pull in some bedding. "I don't suppose you can do that turn-to-ashes thing on the statue?" he asks, looking back into the hall where its massive form still blocks most of the passage.

Sevia, The Raven Queen |

Appraise on the Horse, are the bones actually valuable?
Appraise: 1d20 + 8 ⇒ (11) + 8 = 19
"No, at the moment I haven't the inner strength. But I might be able to move it aside somewhat..." Sevia says after examining the pile of bones the horse had turned into. Reaching in to her mythic power, Sevia casts Ant Haul on herself, tripling her lifting strength, before heading back into the passage and grabbing onto the statue and trying to push it as much to the side of the passage as possible, or push it back into the spot where it was if that will get it out of the way.
Sevia returns to the Atrium and takes the bedding from Rogziel, carefully wrapping the body of the ghoul, and then carrying it out of the room towards room 2. "I'm going to see if I can remove that brazer of Continual Flame from the statue in the crypt." Sevia will return to room 8 and try to get the bowl of Continual Flame.
If Sevia can get the bowl, she'll take it and the body outside, where she'll douse the body in lamp oil and set fire to it with the bazer. If she can't get the bowl, she'll use mythic power to cast burning hands.
"<May your soul find its proper afterlife.>" Sevia offers in prayer as the body burns.
Sevia will return to room 2 and check on the crates and bags there and see how much stuff worth selling there is and how much it weighs

GM Rednal |
After some effort, you manage to shove the statue's body far enough back to avoid blocking the passage - though there's still that ongoing gust of wind spell, which is presumably able to turn off somehow...
With only a minimal amount of tugging, on the statue, the small bowl of continual flame comes free from the statue, and suffices to burn the body. The bones of the horse, meanwhile, look to have been coated in enough electrum to be legitimately valuable - around 180 GP worth.
The bags and boxes, on the other hand, don't see to have anything of particular value - they belonged to the prisoners from before, and most of what was relevant went back with them.

Sevia, The Raven Queen |

I'll take a 20 on DD to disarm the Gust of Wind trap since there's no downside to actually failing. Also I'll use a spell slot to give my staff 1 charge.
Sevia will also retrieve the bones of the horse - though respectfully leaving the bones of the humans as is, as well as the picks they left; before leaving the Atrium chamber and grabbing the ram from the door, resetting it and leaving the ram next to it for when they came back. Sevia will also grab the items from the storage area at room 10 and the chain cloak in room 9 to sell, given that she was more then capable of carrying them now.
After gathering the items up, Sevia and Rogziel proceed back to Maheto - where she'll procure the services of a Cleric to cast Restoration on her, and offload some of the gear she was carrying to sell. After which, she'll head with Rogziel to the hideout in town to rest for the night and return to the tomb tomorrow.
The next day I'll spellcraft to try to Identify the dagger
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
Buy
Restoration 380gp
Scroll of Comprehend Languages 25gp
Scroll of Floating Disk 25gp
Scroll of Ant Haul 25gp
Scroll of Read Magic 12.5gp
Arrows (Cold Iron, 50) 2gp
Masterwork Thieves Tools 100gp
Crafting Supplies for 3 Adamantine Arrows 20gp
-629.5gp
Sell
Potion of Bear's Endurance 150gp
Horse Bones 180gp
Clasp 20gp
Chain Cloak 5gp
Crown - 300gp
Jeweled Cutlass - 450gp
6x Pickaxes 42gp
5x Hammers 1gp
4x Shovel 4gp
4x Rope 2gp
4x Whetstones 2gp
Thieves Tools 15gp
+1171gp
+541.5
405.5 (current)
=947gp (now)

GM Rednal |
While you're in town, the cleric you're purchasing the restoration from does try to upsell you - for 35 gold, he can identify the dagger you're carrying. Whether or not you take him up on it, you're able to return to the tomb considerably more hale and hearty than you were when you left the place, ready to face whatever challenges lie within.

Sevia, The Raven Queen |

No deal, considering I could get an Identify spell cast for 10gp that's a rip off. And I can just cast it myself once I get 3rd.
"Right, first...let's see if we can figure out which if these figurines goes to each rod." Sevia says as they approach the tomb again, for the third time. 'Third time's the charm, as the saying goes?' she thinks warily to herself, eager to finish clearing this tomb. Returning back to room 8 with the bowl of Continual Flame to light the chamber, Sevia will search the sarcophagi for any evidence of names. If she does, she casts Comprehend Languages from her scroll, then matches the names on the figurines and rods to the appropriate names on each sarcophagus.

GM Rednal |
Well, part of the price is the caster level of the person casting the spell...
As you move through the crypt and examine things, you are able to locate a number of names and begin matching them.
Tesher Nehes - Red Crystal Rod + Hippo
Khesbetti Mekharr - Blue Crystal Rod + Scarab
Sesh Tekhen - White Crystal Rod + Ibis
Uarkh Afa - Green Crystal Rod + ???
Ksantha Ama - Yellow Crystal Rod + Cat
Tekhit Sera - Purple Crystal Rod + Ram
Uatch Hefau - Orange Crystal Rod + Asp

Sevia, The Raven Queen |

Right but you can cast Identify at CL 1, which is 1x1x10
After matching the corresponding rods to their figurines, Sevia will return them to her backpack and proceed back towards the Atrium - again helping Rogziel lift the door and prop it up with her portable ram. They'll proceed forward through the smashed in door towards the tombs. "Let's clear out these two rooms before I...introduce you to Norvne" Sevia says a little cryptically, proceeding towards room 18 as she draws her swords.
Sevia once again stealths/perceptions the door as she opens it up, taking 10s along with her familiar

GM Rednal |
As the heavy door opens, thick white smoke begins to billow out of the room and into the hall, clinging very close to the ground. The floor inside is cracked and mangled, beneath which sickly yellow-green light radiates. Around the room are the smashed remains of six stone sarcophagi. Some of them appear to have been melted, as have the four small columns between several of the sarcophagi.
The uneven stone floor of this room is difficult terrain.
Watchfulness often has its rewards, though... and you can just barely make out the form of a creature lying between the furthest two sarcophagi. You're able to recognize it as a Grick, a particularly unpleasant type of worm-like aberration known for an abnormally tough hide and a tendency to drag victims away.

Sevia, The Raven Queen |

Has the grick noticed me? And is the smoke providing concealment?
Sevia will switch her swords for her magic dagger as she sees the grick. This burial chamber looked...wrong, she couldn't have imagined that it was seriously constructed this way. And hammers wouldn't melt stone, neither would this grick. Another puzzle for her she guessed before slowly walking into the room, trying to keep silent.
Sevia is just going to walk towards it using Total Defense to up her AC vs any attacks, then when she gets next to it full attacking until it's dead or she takes around 10 points of damage, since I'm assuming it knows I'm there.
Attack: 1d20 + 8 ⇒ (11) + 8 = 19 vs AC Damage: 1d4 + 6 ⇒ (1) + 6 = 7
1d100 ⇒ 56

GM Rednal |
Yes, it has concealment. Yes, it has noticed you.
Initiative (Enemy): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (You): 1d20 + 8 ⇒ (18) + 8 = 26
Your dagger simply bounces off the Grick's hide as it bounds at you, and it responds with a swing from a long tentacle.
Attack Roll: 1d20 + 3 ⇒ (2) + 3 = 5
Its first swing misses, and as for your own attacks...
You tend to bounce around on the numbers when making full attacks, especially since you have different weapons. Please copy/paste a bunch of attack/damage rolls into a spoiler or let me know which weapons you're using and what the numbers should be for them. ^^ That should make it much faster to get through.

Sevia, The Raven Queen |

Note, these attacks only apply if the dagger bypasses the grick's DR
Attack: 1d20 + 8 ⇒ (8) + 8 = 16 vs AC Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Attack: 1d20 + 8 ⇒ (13) + 8 = 21 vs AC Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 8 ⇒ (12) + 8 = 20 vs AC Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Attack: 1d20 + 8 ⇒ (9) + 8 = 17 vs AC Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Attack: 1d20 + 8 ⇒ (8) + 8 = 16 vs AC Damage: 1d4 + 6 ⇒ (3) + 6 = 9
1d100 ⇒ 74
1d100 ⇒ 92
1d100 ⇒ 2
1d100 ⇒ 20
1d100 ⇒ 94

GM Rednal |
The creature swings another four times, all in one round, as your dagger cuts away at it.
Attack Roll: 1d20 ⇒ 4
Attack Roll: 1d20 ⇒ 8
Attack Roll: 1d20 ⇒ 13
Attack Roll: 1d20 ⇒ 6
However, none of those attacks manage to strike... and the next thrust skewers it quite nicely. It's tough against normal weapons, it seems, but something about your dagger just feels... potent.
Once the creature is dead, you're able to look around - with the gas in the chamber seeming steadily more nauseating - but there doesn't seem to be anything of interest or value inside the room (and no sign of any animal figurine).

Sevia, The Raven Queen |

Despite the nauseating stench, Sevia will at least attempt to search the room - starting with where she first saw the Grick while also casting Detect Magic. Deciding to hold her breath as she does so to avoid breathing in the fumes any further.
Sevia searches the room and holds her breath for at least 4 rounds to do so, she'll send Epyon outside though
Perception: 1d20 + 8 + 3 ⇒ (16) + 8 + 3 = 27
After looking as much as she can, Sevia will eventually leave the room and seal it back up, before moving to the last of the four rooms in the corridor, carefully opening only one of the double doors.
Take 10 Stealth/Perception again

GM Rednal |
This long, broad room is lined with statues made of reddish granite. The two flanking the door are musicians with curved trumpets held high. Along the sides of the room are men with cattle and women with baskets of fruit. Other men and women bear graceful jars and armloads of grain. Children with garlands of flowers are interspersed in a stylized frozen dance. The four statues at the end of the hall represent kneeling men with bowed heads. Their uplifted arms hold empty stone bowls. All of the statues face the center of the room, but several are knocked askew or broken into pieces. A slight odor of spices pervades the air, and dust thickly coats the floor.
The disturbed statues are standing over cavities about three feet by four feet in size, and three feet deep, and there seems to be an oily sheen on the statues farthest away.

Sevia, The Raven Queen |

Can I see into the cavities from here?
Knocked over statues? Clearly the room had been disturbed, much as the other room she'd just been in had been. Yet nothing should've been able to get inside her, could it? And she felt fairly uneasy about those cavities.
Drawing her bow, Sevia will position herself at the entrance of the room and ready an attack against any kind of monsters. "Epyon, you're up. Fly around the ceiling and see if there's anything in those holes." Sevia says, sending her familiar fourth. With the height of the chamber, he should have no problem keeping out of reach of any undead.
Epyon flies once around the room clockwise, keeping 15feet off the ground and taking a Full Defense Action as he does. Sevia readies a bow attack.
Attack: 1d20 + 7 ⇒ (6) + 7 = 13 vs FF Damage: 1d8 + 1d6 + 7 ⇒ (2) + (3) + 7 = 12