
Suzumaru Viskillian |

"I like the rope idea, boulders on the head hurt. I'm not saying I know from experience, but I have a wonderful imagination..." comments Suzumaru beginning to blush. "Shut it Harvey, no need for you to chime in, that was a long time ago..."
She clearly know from experience.

Father Raphael |

Raphael grins as he ties one end of his rope to the door. He then moves outside, making sure everybody is clear before tugging on it to pull the doors open.
As the rock most likely falls down and settles, he begins looking for another entrance. Marked on map
Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Father Raphael |

Raphael shrugs. "If you want to try disarming the trap yourself, go ahead. I'm fine either way." Raphael then waits to let Hamish do whatever it is he wants.
If still needed after Hamish does what he wants, here's a strength check
Str: 1d20 ⇒ 18

Doombringer the DM |

If by disable, you mean, somehow remove the door without letting the rocks that is holding it up fall... This isn't a trap you see, it would be a triggered hazard. You open the door and the rocks above where it was originally placed will fall due to gravity. The rest will fall due to physics. It's like if I were to remove the center block in this picture.

Andross Stern |

So as to stop wasting your time, Hamish, you can figure out that you cannot safely disable this hazard, and so you likely step outside while those pulling on the rope finally succeed at getting the door open. You can catch the briefest glimpse of a stone wall behind the door as the rocks come crashing down and completely blocking the entrance.
Not disheartened, Andross continues to search the sand until he finds a small indent in the center of the sandy hill. Raphael, had your initial searches been five feet to the right of the first one, or five feet to the left of the second one, you would have found the real entrance
Waving you all over, he asks, "So, do you want to keep digging? It looks like the last indent on this hill."

Father Raphael |

Oh well, it's not like anyone got hurt by the fake entrances.
Raphael walks over to the indent Andross found. "Yes, we might as well continue digging." He laughs slightly. "Although I'm afraid at this rate I'll be trying to get sand out of my armor for the next month. With that, he cheerfully starts digging.

Doombringer the DM |

Andross looks at his own tool and sighs, before helping out Raphael again, seemingly content to help the worshiper of Sarenrae. After about another thirty minutes, you clear out an entrance just like the other two, however when you finally have an opening in the sand, this tunnel reveals itself to be MUCH longer.
Light from the entrance shows this tunnel is extremely long and heavily decorated in a riot of bright colors and patterns. The walls and ceiling have been coated with plaster and painted with a variety of unusual scenes featuring strange rooms, odd creatures and exotic locations. The floor is decorated with mosaic tilework which features an obvious “path” of bright red tiles that wind across the ground. Not a hint of the original stonework is visible under the heavy decoration.
Just as you all finish digging, you hear a high pitched laugh ring out... but not in the tunnel. Oddly enough it sounds like it is in each of your thoughts. It starts speaking... not in common, but for some reason you can understand it. "Well well my master... It looks like they finally found the right entrance. I thought they would never find it. Hehehe, ah, will we have fun with them master? I think we shall..."
With that, a wave of energy overcomes you. Everyone give me will saves.
I lined up everyone by the real entrance. The red lines you see are the plaster scenes. More will be decribed as you explore/ask about it. Now, I will ask that you MARK WHAT SQUARES YOU WALK IN. Why? If I see you move without marking your squares, and there were traps in between where you started and ended, I will assume you took the worst path possible and triggered every single trap. Then the party will hate you... so mark your squares, and I will erase the numbers every time you move. ALSO, spellcasters can cast detect magic, however in order for it to function correctly, two things have to be done. You must first give up a spell slot of the lowest level you can cast. Second, you must tell me what you are focussing on, as it will only last three turns before your character starts to get a headache with all the heavy illusion magic around.

Suzumaru Viskillian |

"Apparently Aceptrex-a-lich has a minion that likes games. I hope they aren't too troublesome? Are we ready to proceed into the tomb?"
Will Save: 1d20 + 11 ⇒ (18) + 11 = 29 or 31 vs. illusions or death effects

Father Raphael |

Will: 1d20 + 15 ⇒ (13) + 15 = 28 +2 if vs death effect
"Hmm, a red path. I'm guessing this means following it is either a very good, or a very bad, idea." Raphael moves to the beginning of it and looks at it more closely.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20

Suzumaru Viskillian |

"Maybe we should go get some from the false entrance, that collapsed just a bit ago."

Doombringer the DM |

I am in the process of asking some of our former applicants if they would like to join. If no one is interested, expect to reach level 10 sooner than expected. Hamish, you also need to give me a will save. IF you get a nat 20, this doesn't happen to you.
Take this much damage: 1d8 + 15 ⇒ (8) + 15 = 23
As the voice in your heads falter, you are all suddenly hit with a blast of telekinetic energy which leaves you all standing woozy, but as for right now, you are still up. In fact, only Andross seems to be unaffected, looking at you all with a confused expression.
The voice laughs once more at your obvious discomfort. "But they are so weak master! How could they stand up to an illithid? No, maybe the Tomb itself should be their game." No, illithids are NOT a part of Golarion lore, and no, you haven't heard of them before; it doesn't matter what your Dungeoneering modifier is.
Father Raphael, before you were so rudely interrupted, you started to notice the red path was made up letters. At first they were hieroglyphs in a language you had never seen before, but the writing had become like Taldane. If you go back to reading it, you find this message scrawled out repeatedly:
viewer’s eye./You’ve left and left and found my Tomb/ and now your soul will die.”

Suzumaru Viskillian |

Suzumaru moves ahead 4 squares, carefully testing each footstep looking for traps as she goes along. "That writing on the stones sure is funny, I wonder if we are supposed to walk on it...".
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Life link triggers, twice per injured person - I take a total of 20 damage.
Raphael will as well.
Frowning a bit, Suzumaru casts Cure Light Wounds on her self.
Heal: 1d8 + 11 ⇒ (6) + 11 = 17

Father Raphael |

I'm a little confused on the will save/damage. Are we all talking damage or was it just Max and Hamish? I'll resolve damage/healing after I find out.
"Hold on a moment! It looks like there's a riddle telling us where to tread here."
Raphael then tries to look at the walls. I think you said there were scenes on them? He looks especially for buildings/archways depicted in the scenes nearby.
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
"We might also want a silver ring? I have silver dust, but I don't think I have a ring. Although that may have been something useful for trying to bind demons in a circle."

Father Raphael |

Raphael shrugs. "Acererak seems to think he'll kill us regardless. It's true that the text could be misleading, but I think not; otherwise why not just speak plainly? But you can do as you wish."

Doombringer the DM |

Everyone took the damage exactly once. And yes, you all failed that save.
As for the scenes on the walls... I could tell you if you walk up to the scenes and specify which one you would like to examine. The angle you're at obscures them from view.
As for where Suzumaru and Maxwell are, Maxwell, the second you step onto the beginning of the tracks, they begin to glow slightly (red of course) however, other than that, nothing happens. Likewise, Suzu, you neither find anything nor does anything happen when you step there.
The voice once again cackles "Look at them master! Aren't they adorable, creeping along? Shall I go visit them? No...." It sighs, almost as if disappointed. "Fine, I'll wait. But please, let me play soon! It's been so long..."

Father Raphael |

Raphael channels energy to heal everybody from that most recent attack.
Channel: 5d6 ⇒ (4, 2, 6, 5, 4) = 21
So life link would trigger, making Raphael take an extra 20 damage. So he's now down 11 and will just pop off a CLW wand charge.
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4 +2, +1
Let's just assume the extra 4 damage doesn't bounce back and forth between me and Suzumaru.
Raphael then moves forward to get a better look at the two images.
Perception: 1d20 + 13 ⇒ (1) + 13 = 14
"I have a mirror." Without taking his eyes off of the paintings, Raphael pulls a mirror out of his bag and holds it in Hamish's general direction.

Doombringer the DM |

Raphael, the mosaic on the east is simply that of cows grazing on the field. The one on the west seems to be that of a wizards workroom, however, when you look more closely you notice that the incredible detail of the paintings hid something from casual observation that now seems obvious. A pair of robed, wolf headed figures are painted on the wall, holding an elaborate bronze chest between themselves. However, the chest is no painting, but an actual box embedded within the plaster, extending only a few inches from the surface.

Father Raphael |

Raphael briefly looks at the cows, wondering if the green grass which is what I assume they're grazing on is in any way related to the 'shun green' mentioned earlier.
"Hmm, there seems to be a box embedded in a little niche here. I'm guessing this is one of the 'two pits along the wall' that will 'lead to a fortuitous fall.' The rhyme suggests that these are important, but should only be retrieved with a steady hand unless we want to get mauled, so they're most likely trapped."
I'm going to assume that up is North.
Raphael steps closer to the painting with the trick chest and attempts to determine if his suspicious is correct and the slot is indeed trapped. Not sure if I need to individually mark which of the two squares since I'm specifying what I'm searching for. If so, just pick the one I'm right in front of.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
As he looks, he murmurs to himself. "Too bad the box is likely too heavy for a mage hand."

Doombringer the DM |

While looking at the box, you notice that it is possible to open by pressing a stud located on the top half of the chest, which would cause the bottom half to swing downwards. However, it looks like the stud is hiding a small hole in which it looks like a needle is hiding. You can figure out the pressing the stud with your finger would likely cause the needle to prick your skin.

Father Raphael |

The conclusion I've come to for PBP is that you shouldn't wait for other people to do stuff for you. Which means sometimes being a bit reckless.
Half to himself, "Hmm, looks like this button would release the contents. But it's going to try to prick me if I press it..."
To confirm his suspicions, Raphael will cast Detect Poison. Unless that's following the same rules at Detect Magic and forces him to give up a spell, in which case he won't. Unless he finds something unexpected (like poison coming from something other than the needle), he will do the following.
Raphael pulls out his dagger and attempts to use that to press the button. If that doesn't work, he pulls out a fishhook, bends it, and tries to use that.
Edit: He'll also try the 10ft pole, I guess. Although not from 10 feet away since then it seems like it'd be hard to hit his target.
"Thanks, but I'm not about to put another person in danger for my sake." He replies absent mindedly.

Doombringer the DM |

The reason you all cannot see anything with detect magic is because there are dozens if not hundreds of dweomers and persistent and permanant spells in place. It is quite literally EVERYWHERE. That being said, you do detect poison on the needle.
A rock falls and everyone dies.
Just kidding. Actually, as soon as you press the button with the dagger, the bottom drops open, and the needle swings down at the same time, clacking against the steel of your blade. You can now see that the inside of the small box has a lever that looks like it pulls out towards you.

Father Raphael |

"A lever? That's rather suspicious."
Raphael looks for more traps that will spring out if he reaches in to grasp the lever or if he pulls it.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
If he doesn't find any, he pulls out some twine to tie it around the lever and moves 20 feet away. He'll retrace his steps to move away to avoid any unfound traps.
"Ok, I'm going to pull this lever. Everybody be on the lookout for what it does, either positive or negative."
He'll then pull the lever.

Suzumaru Viskillian |

Suzumaru watches Father Raphael work with the strange picture that is clearly too high for her to reach. "Good Job Father! Maybe we can get Jean to help you yank on that string. He looks like he does that kind of strength exercise all the time!"
"My patron only allows me to summon a fire elemental, and it probably won't be much help in discovering traps. Though if we need to set something on fire..."

Father Raphael |

If you want a high str check, prepare for bad things to happen with Raphael's 10 str. :P
"I can summon a few things, like that eagle I created earlier. It's pretty limited though."
Str: 1d20 ⇒ 1 Hahaaaa...