
Pfilian Archibund Merstang IV |

Bah, stupid traps. Who just decides to build traps in a place like this. What is the purpose other than slowing down adventurers. I suppose you might catch the unobservant occasionally, but not a wily halfling like me.
With that, Pfilian moves over and begins to investigate the plate by the secret door.
Gotta make sure this one does not work so that you lummoxes do not step on it my mistake.
Disable Device: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 <-- not sure if someone has guidance or not
--> hope that did not set it off
Disable Device: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Pfilian Archibund Merstang IV |

Oops, don't pull that lever.
Unsure how to react since I have no clue what the trap is.
Reflex: 1d20 + 6 ⇒ (10) + 6 = 16 <-- if necessary, or you can use the 16 I rolled for the apparently unnecessary second roll.

GM Tribute |

As Pfilian activates the trap, a huge arc of electricity is seen between the pillars on the platform the sarcophagus is on.
Then the north door bursts open and water begins to gush in filling the room at an inch a second! This crypt must have access to the river nearby!! Massive bolts are heard to lock in the south and west doors after the south doors slam shut!!! Before you can react, you are standing in three inches of water and luckily the electricity is done arcing on the platform. You are happy no one was up there or stepped up there!!!
INITIATIVE
Pfilian1d20 + 3 ⇒ (19) + 3 = 22
Sunjeet1d20 + 2 ⇒ (5) + 2 = 7
Asaran1d20 + 2 ⇒ (11) + 2 = 13
Rakal1d20 + 1 ⇒ (11) + 1 = 12
Enemy 11d20 + 1 ⇒ (11) + 1 = 12
ORDER OF ACTION
ROUND 1
Pfilian
Asaran
Rakal
There is no effect from the shallow water yet.
Party is up except Sunjeet!! Place yourself on the map. If you are by the south door, you may try a REFLEX DC 15 to jump back into the other room and leave your new friends in the crypt. Then those listed may take a full action--obviously time is important

Pfilian Archibund Merstang IV |

Oops.
Do I see anything?
This is a lot of water for a desert city.
Ready action to attack anything that makes itself known.
Where is the Map? The only map I see is a spreadsheet with the scorpion battle on it.

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At first the mage's eyes open wide then he forces himself calm. Fear will do nothing, logic and knowledge may solve this puzzle. "Pfilian, can you see if you can get the other doors open? This water will fill this room in mere moments and we will drown soon if we do not escape immediately. Let the rest of us deal with other threats.:
Not sure where the doors actually are, but Sunjeet would have been around I-25 as he was watching from the hallway.

GM Tribute |

Pfilian moves to the south doors as they close and the locking bolt falls in to place leaving Sunjeet stranded in the hallway behind. Rakal and Asaran rush to the north door to stop the water.
To your horror, the coffin turn into a animated beast with the lid as a gaping, biting maw that rushes to grap someone!!
inquisior1 ranger2: 1d2 ⇒ 2
Advancing on the alert ranger it tries to bite him.
attack/grab/damage: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (1) + 2 = 3
A light bite hurts the ranger (3hp), but he escapes the lid that tries to pin him to the body of the coffin.
Round 1
Sunjeet (on other side of door)
ROund2
Pfilian (trying to open door?)
Asaran
Rakal
Animated coffin

GM Tribute |

RECAP
As Pfilian returns with his finely made tools, he proves his proficiency by disarming the pressure plate to the pedestal. He attempts to get the pressure plate by the western secret door and trips the secondary trigger rather than the shutoff switch. As the machinery turns in the old crypt, Asaran and Rakal consider rushing to Pfilian's aid and jumping through the southern door, but their hesitation proves costly as it slams shut with a loud slam. A reinforced bolt is heard to slide through the stone doors in a center groove.
Asaran, Rakal and Sunjeet look at an amazingly sturdy door and hear the splash of water in the room. A scream erupts from the room.
Round 1
Sunjeet
Round 2
Pfilian (in 'peril')
Asaran
Rakal
Animated coffin
Standard ways to force open a barred door. You do have a crowbar at least.

Pfilian Archibund Merstang IV |

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
--> Is it 1/2 speed the whole move, or just through the threatened square. I would assume it is just through the threatened square sort of like moving through normal and difficult terrain. If so, I should be able to move 25', 20' normal and 5' and 1/2 speed.

Pfilian Archibund Merstang IV |

Ok, then move the brave bard away.
Here is Philian's Theme Song. Hat is not quite right, but I think that the song is accurate.

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"I possess no magics powerful enough to bypass a barrier such as this... Let me help you look."
perception aid another on Rakal: 1d20 + 0 ⇒ (10) + 0 = 10

GM Tribute |

Asaran and Sunjeet aid the desperate search for a mechanism. With dwarven eyes and the learned vision of Sunjeet, you cannot find any trigger at all.
You know you would have found one if it was there
Round 2
Sunjeet
Round 3
Pfilian
Asaran
Rakal
Animated coffin
Map updated

Pfilian Archibund Merstang IV |

Not wanting to leave his companions, but knowing that with a big stone door in the way and a hungry coffin after him, Philian takes off toward the far, now open, doorway.
I believe that the door is open on the north wall?
Action - Withdraw as far away as I can get from the carnivorous coffin. Heading toward the open north door.
Philian also keeps an eye out for anything that looks like a trigger to open the south door.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

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"It seems there is little we can do but hope for Pfilian's success..."
With that the mage simply stares at the wall waiting. Pass until something happens to the door.

GM Tribute |


Pfilian Archibund Merstang IV |

Philian mutters:
Ah damn. I hate swimming. The water will ruin my hat.
Nonetheless, he heads for the north exit figuring that he might have a chance of surviving as opposed to getting eaten by a strange coffin.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17

GM Tribute |

I thought there was hope in the river, but I read the module to see some bad news.
Pfilian jumps through the door and avoids being knocked down. Unfortunately there is a grate ten feet behind the doors. As the water fills to two feet, the jets stop. An eery quiet descends.
Trapped against the grate, Pfilian watches helplessly as the coffin heads toward him tries to bite him. Once again the coffin misses him. Trapped in two feet of water Pfilian tries to determine how to defeat this mad wooden coffin.
att vs total defense: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (6) + 2 = 8
Round 5
Pfilian

GM Tribute |

I am just going to see if Pfilian can get through the grate before getting snatched by the coffin. The grate behind Pfilian is somewhat small, but he may be able to squeeze through it to avoid the snapping coffin.
Escape artist roll of some sort--DC 15 probably--though reading the escape artist skill is very discourageing
escape artist: 1d20 + 3 ⇒ (10) + 3 = 13
attack of coffin: 1d20 + 5 ⇒ (6) + 5 = 11
escape artist: 1d20 + 3 ⇒ (2) + 3 = 5
attack of coffin: 1d20 + 5 ⇒ (6) + 5 = 11
escape artist: 1d20 + 3 ⇒ (4) + 3 = 7
attack of coffin: 1d20 + 5 ⇒ (17) + 5 = 22
A skill point in escape artist would have done it. The other group is down two characters already--but appears we need another trapfinder. Pfilian is consumed by the mad coffin.
The doors to the room finally open after being closed for over two minutes. As they open, you see the room in the same condition it was in when you left it. The only exception is the sarcophagus trimmed with gold leaf seems very dented, especially the gold. This is somewhat suspicious.
As you prepare to go inside, an explorer late for the lottery has been sent by Sebti the Crocodile to help your group out.

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"I have heard the properties of adamantite can be quite effective in the destruction of objects, but it is likely too expensive a resource for us at this time... Either way, considering the information we have on crypts such as this and the nature of traps within, it is highly unlikely that our companion will be rejoining us. The haberdasheries of the city will no doubt be greatly bereaved."

Asaran Neitekh |

Asaran looks tentative, but slowly nods as he sees no sign at all of his small companion... He finally sighs, "I wouldn't object to waiting a bit of time in the hopes the halfling returns or calls out... But after a decent wait, I think we'd best go back and ensure the paperwork is all in order. I believe Pfilian was listed as the lead for our team. Once we're sure there's no issues, then we'd be well-served to find someone good with traps... and, apparently, better than the halfling... to ensure whatever happened to Pfilian doesn't happen to all of us."
He then smiles and says, "That would work, I am sure, but then, so might acid... or even a sledge or a pick... all of which are likely easier to come by."

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"Agreed, let us return and make sure the proper paperwork is filled to obtain a replacement. I would suggest that you or Rakal take the lead as to next steps."

GM Tribute |

The dour dwarf is wearing a battered suit of chain mail and carrying a large shield. He is quite young for a dwarf, and his beard is short and neatly trimmed and he wears a hood of the darkest night with the symbol of Pharasma prominently displayed. He wears black hose, and carries a journal he plans to update.
He lets you know: "They call me Glumly, I study the walking dead. I put them to rest and preserve those who are interred so they can have an undisturbed slumber."
Before you return to the room Pfilian met his untimely demise, you explore around a little more. The dwarf is a stickler for mapping the area and writing detailed observations in his journal. You uncover some treasure you missed the first time.
I do not if you found the masterwork khopesh, masterwork spear, the composite short bow, and the +1 light scarab shield. If not add it to the list of loot found.
The dwarf is extremely interested in using the masterwork spear as his primary weapon.
SCARAB SHIELD PRICE 4,399 GP SLOT shield CL 3rd WEIGHT 6 lbs. AURA faint conjuration This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs. Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage. In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day. CONSTRUCTION REQUIREMENTS COST 2,279 GP Craft Magic Arms and Armor, blessing of courage and lifeAPG, sanctuary
dwarf SC: 1d20 + 5 ⇒ (6) + 5 = 11
The dwarf points out you have a magic light shield, but he has no idea what it does.

GM Tribute |

Sunjeet points out that the shield protects against swarms of creatures, making it harder for them to engulf the wielder.
You open the secret door from the room with the river trap..it heads west, then bends north leading to a nicely appointed room.
This room holds several neatly arrayed chests, boxes, and urns. The dust of centuries covers every surface. The only exit is a set of stone double doors to the south which you entered through.
Akhentepi’s grave goods were placed in this chamber, in keeping with the Osirian cultural belief that his soul would have access to those items in the Boneyard while he awaited final judgment. None of the chests and boxes in the room are locked, as the items within them were the most personal to Akhentepi, and his soul might want to have immediate access to them. Most of the goods in the chests, such as once-fine clothing and sealed jars of food, no longer have any value after the passage of centuries, but among the spoiled and ruined grave goods are several salvageable items of value, including two vials of silversheen, a masterwork longbow, 10 cold iron arrows, a gold scarab clasp, an onyx and silver holy symbol of Pharasma, a silver hand mirror, and a wax-sealed clay urn of nard .
a gold scarab clasp (worth 50 gp), an onyx and silver holy symbol of Pharasma (worth 100 gp), a silver hand mirror (worth 35 gp), and a wax-sealed clay urn of nard (worth 75 gp).