
GM Deadly Secret |

Risen From the Sands takes place in the nation of Osirion, an exotic land of sun-baked desert, dusty ruins, and the ancient tombs of forgotten pharaohs in the northeast corner of the continent of Garund.
In the depths of the Osirian desert, a sandstorm has recently uncovered a mighty pyramid that was buried beneath the sand for ages. Lost for centuries, the pyramid has not yet revealed its secrets, but one crumbling papyrus scroll found in the Great Library of Tephu contains references to the tomb of an ancient Osirian king known only as the Pharaoh of Sphinxes. Word of the pyramid's discovery has spread far and fast. Archaeologists, explorers, and tomb robbers from across the Inner Sea are gathering in Osirion's taverns and inns to plan expeditions into the desert, each vying to be the first to plunder the tomb's treasures.
Your Venture-Captains have assembled this group to head to the pyramids and come back with a report and hopefully preserve artifacts of historical nature before the tomb robbers arrive. You all meet at the Sandswept Hall in the Osirian capital of Sothis. Venture-Captain Norden Balentiir will be available to answer any questions about your mission.

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A lean built man opens the doors to the Sandswept Hall. He wear cloth wrappings on his body that could obviously use a cleaning and simple sandals on his feet. In one hand he holds a cane that is outstretched toward the ground as if scanning for hidden obstacles. In his other he grasps a waterskin, though he seems to value and pay this waterskin much drinking attention. On his back is strapped 4 small kegs, probably 1 gallon each. Curiously, a solid cloth is wrapped around the upper half of his head, the curious part is that it covers his eyes a well.
"-believe he said Balentaar, I'm sure of it!" this newcomer yells, clearly intended for someone behind him, but he remains facing forward. He taps and slides his cane across the ground as he walks, taking a swig from his waterskin, "We are in Osirion! Can't you tell from the dune sea? It was quite a sight! Besides, what kind of name would Balentiir be? Mwangi?"

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An elf is pacing back and forth in the Hall, hunched over and with excitement written on his face. He's wearing recently purchased clothing to help deal with the Osiriani heat. His familiar, a compsognathus, sits chirping on his shoulder.
On seeing the newcomer he rushes over excitedly.
"I am Byron Milibanke-Grears. Pleased to make your acquaintance."
Making some purchases in Sothis before arriving: Hot weather outfit (8 gp), 2 potions of cure light wounds (100 gp), a scroll of identify (25 gp), and an oil of stabilize (25 gp).
0th--detect magic, daze, light, read magic
1st--color spray (DC 16), color spray (DC 16), grease, (DC 15), sleep (DC 15)

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Also purchasing hot weather gear
A man with a blindfold over his eyes enters the courtyard. He is obviously of tian decent, and holds a bamboo cane in his hand, occasionally tapping the ground and swinging it in front of him gently to detect any hidden dangers. He wears a simple robe and seems to have little in the way of ostentatious accouterments.
Upon hearing Byron, he walks up to him with seemingly little difficulty, then bows in the Tien style. Up close it is clear that he wears a bit of chain armor underneath his Tien-styled plain robe.
The bamboo walking stick is actually a sword cane
"Honored. I am Katsu Shintaro. A humble servant of Vildaus. Excuse me, I think I hear . . ."
He moves past Byron and makes his way over to the other man. He stops halfway there, cocks and ear, gives the air a sniff, and then hurries over to the man and gives him a hug.
"Can it be? Gaellin? It has been too long! I have not seen you since that business with the goblins. Oh, it is good to see you my friend. How I have missed your particular smell of alcohol on the breath!"

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A squat rock covered man enters the courtyard following the blindfolded man. His simple robes and backpack covered in a fine dust, possibly from the sandy winds, possibly just from himself. Several large spikes cover various jointed areas, as if she were wearing spiked armor, and more smaller spikes form what appear to be patterns on his skin.
He moves into the room and looks around at who has gathered and speaks with a voice like a rock hitting the ground.
"I apologize for being late to the meet fellas. Speed isn't especially common among us Oreads."
Myc approaches the rest of the group and continues.
"Pardon my manners. I am Etemyc Jasper-Rock, student of the Crushing Stone. Myc to my friends though, so please feel free. And so, once again into the desert I hear. Good, I like it out there."
Myc looks at the rest of the group and smiles warmly, though it comes across a little too eager.

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"Pardon my manners. I am Etemyc Jasper-Rock, student of the Crushing Stone. Myc to my friends though, so please feel free. And so, once again into the desert I hear. Good, I like it out there."
"I say, I'm glad someone does," Byron says. "I'm faring rather more poorly than I expected in this heat. Very pleased to meet you, Myc."
Byron sets himself about giving a final check of his gear.
"Have any of you chaps heard what the Venture Captain intends for us? Pathfinders in Osirion, I wasn't too shocked to learn it involves a spot of, ah, 'tomb exploration', as it were." he says with a chuckle.
"Still, glad to be here, and glad to be fighting alongside you fine individuals, although I daresay I wish I'd packed some endure elements scrolls for the trip."

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The door opens once more, revealing an imposing figure in full plate armor. Her breastplate seems not to match the rest of the armor as it has a gold sheen and bears the marks that look like scars. She is carrying two large weapons, a sword and a polearm. She walks with the polearm in hand, leading her steps with the butt of its handle.
The woman looks to be of Shoanti decent, and much like her armor, her face bears a multitude of scars. Most of these appear to be various letters and symbols of a celestial nature. She wears a white blindfold that appears to have some bloodstains.
She speaks in a stern tone. "Venture-Captain Balentiir? Helena, reporting. I have brought Absolution to deliver unto the wicked."
She appears somewhat started upon hearing some voices she recognizes.
"Katsu? Gaellin? I had not thought to see either of you in this place, surely there must be great evil about to require all of us." She then pauses taking a deep breath and forming a frown. "Still drinking? I hope you are willing to make the necessary sacrifices, Gaellin. The Cardinal Martyr expects much of us and has blessed us directly."
Turning to her other companions, "Well met fellow pathfinders, Ollysta Zadrian sent me a message to arrive here to meet with Venture Captain Balentiir. I am Helena, a servant of Vildeis. I will do everything in my power to bear the sacrifices that must be made for Good to triumph over Evil."

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The oread gazes around at the collected group and quietly mumbles to himself while nodding to each other person in turn.
"Helena, Byron, Katsu, and Gaeliin. "
Myc then steps toward the new arrival, Helena.
"Pleasure to met you. Vildeis, huh? Seems I've meet one of your brothers before. Nice man, summoning healer of sorts."
He extends his hand to Helena in greeting.
"I am Myc, student of the Crushing Stone and I look forward to the adventures we will have here together. Fine looking group!"

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After his warm embrace of Gaeliin, the swordsman greets all the newcomers in kind (as well as Greeting Helena warmly.) After a moment he cocks his head to one side, as if listening intently.
It would seem the Venture-Captain has not arrived yet. May I? I get so little time to practice.”
The man finds himself a seat and pulls out a stringed instrument and begins to play, pleasant melody.
Perform with Mwk Shamisen: 1d20 + 7 ⇒ (13) + 7 = 20

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Gaellin lets Katsu perform his greeting but makes a pained face when he hears Helena's voice. He quickly finishes his waterskin and smirks, "So be it Helena, I'll dump out my remaining drink. But just because you're pretty." He turns his waterskin downward and a few drops drip out. "See? All gone".

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"...Fine looking group!"
At that comment, Gaellin wheels around, albiet a little wobbly now, and pointing his waving cane at Myc, "Are you making fun of me?!" he asks sternly, "Fine looking group!? Does my being blind amuse you?!"

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Myc seems a little unsure how to take his now rocky introduction to the group. Then he smiles as well.
"I've heard that being blind can heighten ones other senses. I guess that applies to how sensitive ones feelings are."
Then addressing Gaeliin directly.
"Yes, my friend, I do find you amusing, though it has nothing to do with your blindness. Now please let Katsu continue, perhaps his music can soothe any savage beasts among us."

GM Deadly Secret |

Venture-Captain Norden Balentiir arrives in the briefing room and greets you all. He sits down and opens up a map. "Pleasure to meet you all. They said you were the best in your fields and conveniently nearby. We were informed that a sandstorm has revealed a long lost pyramid. We hope to get you there before the grave robbers." Norden points to a location on the map within the Osirion desert. "Take this map and be hasty, we can't afford to lose history to thieves. We will supply you with camels and we expect you to leave today. You will need to camp on your way there as it is a long journey. Do you have any questions, our knowledge of the pyramid is limited?"

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Katsu cocks his ear to the side. "You seem to be jabbing a piece of paper emphatically. Am I to assume that is the map? If so I hope Myc or Byron Milibanke-Grears will be able to read it."

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Byron inspects the map as well.
"While I don't speak Ancient Osiriani, I've a few comprehend languages scrolls that should do the trick, if none of our other agents can decipher it.
"We've not a second to lose, then, as I'm sure even now others are setting out to plunder this tomb. I am ready to depart."

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During the brief briefing Gaellin deftly unties a gallon from his back and begins refilling his waterskin. After filling he takes a decent swig and says, "Whew! Now I'm ready to go...Oh and something something Cardinal Martyr something something about our journey."

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Katsu picks up on Gaellin’s words. “Indeed. If we have those that can follow the map, then I am prepared to depart. May the Blind Martyr see us through any trials we are to encounter.”

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"Gaellin, I see your blessing continues to trouble you, and your devotion still has room for improvement. Perhaps our journey will help teach you the lessons that those who raised us could not."
Helena then picks up her bag and makes ready for the journey.
"Well, it seems we best hurry on our way. While I am most comfortable walking on my own, camels should speed our journey. I will endure any hardships we must bear, my apologies that I cannot yet link my life force with my companions."

GM Deadly Secret |

Norden responds to Etemyc Jasper-Rock ”One crumbling papyrus scroll found in the Great Library of Tephu contains references to the tomb. We believe it blongs to an ancient Osirian king known only as the Pharaoh of Sphinxes. Now if you will excuse me, I have somewhere to be.” Norden leaves the room but leaves the map on the table. Perhaps one of you grab it and meet outside where you are issued camels.
Your party will set out into the Osirion desert. You will spend a 4 1/2 days traveling. Each day will go without incident. There are no signs of any tracks from other possible travelers and there hasn’t been much wind shifting the sands, perhaps you get excited as you may be the first to get to explore an untouched pyramid. Your party arrives at the pyramid.
An incredible man-made mountain, the pyramid rises out of the desert sands, a relic of an earlier age. Its limestone casing blocks are weathered from millennia of scouring sands, but the structure seems solid and intact. A stone wall, buttressed by drifts of sand, surrounds the entire structure. To the east stands a squat stone building,connected to the pyramid by a long, covered causeway. No visible entrances to the pyramid's interior can be seen.
The pyramid of the Pharaoh of Sphinxes is nearly 160 feet tall and 250 feet square at its base, and is constructed of giant limestone blocks carefully fitted together without mortar. The exterior of the pyramid is featureless, with no doors or windows. The only entrance into the pyramid lies through the outer temple and causeway.
The sand-filled courtyard between the pyramid and the low wall encircling it, known as the temenos, was designated as sacred ground to both the pharaoh and the gods. The sandstone wall surrounding the temenos protected it from the disorder of the world outside, though its function is more symbolic than defensive.
Your party arrives at the outer temple.
A rectangular building constructed of large stone blocks sits on the desert sands to the east of the pyramid. A wide portico opens to the east, its ceiling supported by two rows of red granite columns. A dark passage leads deeper into the temple to the west.
The sunlight outside the portico provides normal light in this chamber. The portico walls were once carved in relief, but millennia of exposure to windblown sand has worn the carvings away.
What would you like to do?
Slide 3

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Katsu listens to the description that his sighted companions (presumably) tell him of how the temple looks. At one point he gets down on his hands and knees to feel the floor, taps it once or twice with his cane, and even puts an ear to the floor.
"Interesting. Construction seems durable and very solid, but I do not feel the mortar lines. Do you mean to say that they fit the stone blocks together so well as to not need mortar? Fascinating. I suggest Myc and Byron take plenty of notes and perhaps some . . . what are they called . . . rubbings? I shall guard against potential dangers from deeper in the tomb. Gaellin? Helena? May I suggest you do the same at the front entrance in case we are beset by tomb robbers? We can move further in once our sighted companions are done with their cursory notes."
For marching order, I suggest Katsu be in the front or directly behind Myc. Because of feats and traits, Katsu takes no penalty to perception checks while blind, so he will be moving at half speed and detecting traps unless time becomes a concern.
I'll move forward to the edge of the room and make a perception check, looking for traps and trying to be aware of any dangers that might come from inside the tomb. You can roll my perception checks in secret GM, if you wish.

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"Sound reasoning, Katsu. Don't be to distracted Gaellin. You should know by now that suffering is to be borne by the righteous without complaint. How else shall we deliver Absolution unto the world?" Helena moves to the entryway of the temenos. She draws her lucerne hammer and holds it at the ready.

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Myc will follow Katsu's lead. I suggest a lead of 10ft. for Katsu to scout, though I am okay with further is you are.
"Yes, rubbings would be appropriate if the walls had not been scoured smooth by the sands. Still, I will record what little we so far, and continue to once we are inside. Well, inside and safe."
Myc begins to record notes of what he sees and when Katsu is ready to continue he will take up a position to be ready.

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"Now see here Katsu," Gaellin begins as he walks back toward the front entrance. "What if robbers come and take my applejack? I will hold you personally responsible." He then takes a long swig from his waterskin.
”Then I would say you would be actually motivated to best them. I am actually surprised that you have any libations left. You could hardly be said to have been rationing it on our sojourn here.”
I assume after people take notes, we move forward? and I can walk abreast with whoever wants to go with me (Myc? I assume our squishy and only ‘healer’ will be in the middle, and Gaellin will be drunk in the rear.

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Byron takes in the sights, recording his own notes all the while.
”Ah, do be careful up there, no telling what sorts of tricks the makers of this place got up to.”
I'll stay in the middle, my familiar riding on my shoulder. I'll use a charge of heightened awareness and a charge of mage armor from my wands.
Active perception check: 1d20 + 6 ⇒ (12) + 6 = 18
0th –daze, detect magic, disrupt undead, light
1st—color spray (DC 16), grease (DC 15), identify, liberating command (+4 bonus)
heightened awareness 10 minutes
mage armor 1 hour.

GM Deadly Secret |

A pair of carved and brightly painted granite columns support the ceiling of this darkened, roughly triangular chamber. To the east, stone statues of a regal man holding a and flail and wearing a striped cloth headdress stand on either side of the chamber, though the head of one of the two statues now lies cracked and broken on the alabaster floor. Two more stone statues depicting winged creatures with leonine bodies and falcons' heads sit beyond. The smooth granite walls are decorated with hieroglyphs and faded murals that depict loyal subjects and slaves presenting offerings to a pharaoh who sits on a gilded throne, flanked by winged, falcon-headed lions. A passageway to the west stretches off into darkness.
Sunlight from the eastern doorway provides only dim light in this chamber.
Byron see's two stone tiles on the floor highlighted in yellow and you think they might trigger a trap.
What would you like to do?
Hieracosphinxes are always male, directing their desires to breed toward gynosphinxes and attacking male sphinxes of all other breeds, especially when they hold a tactical advantage. They are considered the least intelligent of the sphinxes and do not share their cousins' loves for riddles, diplomacy, or subterfuge; if anything, they despise androsphinxes and criosphinxes for their superior intellect.
Hieracosphinxes can be dominated and trained to serve as mounts for smaller creatures, including humanoids, but they require expensive maintenance, take three years to mature, are dangerous to train, are relatively poor flyers reluctant to fly into combat, and may still reject riders without magical compulsion. Hieracosphinx eggs and young hieracosphinxes nonetheless sell for more than 1,500 gold pieces on the open market.

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Knowledge (Arcana): 1d20 + 11 ⇒ (2) + 11 = 13
Knowledge (History): 1d20 + 10 ⇒ (15) + 10 = 25
"Theres something peculiar about the area up ahead near the doorway. I think it may be trapped."
Do I know if the Pharoah of Sphinxes has a known tomb?

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Oops, missed that line from the VC about the tomb, nevermind.

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Katsu walks up adjacent to the area Byron indicates and scrutinizes it deeply, trying to tell if there is, indeed, a trap.
"Please, stand back, allow me to investigate"
Take 20 perception if nessissary=28 vs traps

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That’s fine. Again, because of the blind zeal trait, I suffer no penalty to disable for being blind.
Katsu slowly removes his restrictive chain shirt and sets it folded behind him. Then he gets out his masterwork tools and gets to work attempting to disable the trap. His technique is odd, relying on tactile sensation, hearing, and even smells.
Disable Device: 1d20 + 13 ⇒ (18) + 13 = 31

GM Deadly Secret |

Katsu disables the trap. You don't think it will reset and confident your allies could pass.
Shafts of sunlight shine down from slots in the ceiling of this long, straight corridor, illuminating the piles of sand that have accumulated beneath each slot. Elaborate carved reliefs, their paint now faded with time, cover the walls on both sides of the passage, depicting the legendary deeds of a great pharaoh.
Anything you would like to do?
You recognize that the carvings represent Sekh-pa-Mefer III, the Pharaoh of Sphinxes.
This causeway travels over 750 feet, let me know what you do. If you travel down, I’ll let you know what you find at the other end.

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Knowledge (History): 1d20 + 10 ⇒ (7) + 10 = 17
I'll step forward a bit, make an active perception check, then cast and concentrate on detect magic when we begin moving down the corridor.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
0th –daze, detect magic, disrupt undead, light
1st—color spray (DC 16), grease (DC 15), identify, liberating command (+4 bonus)
heightened awareness ~9 minutes
mage armor ~59 minutes

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Helena takes up position behind Byron, ready to move ahead of him in the case of danger.
"Katsu, if the danger has been removed I am ready to proceed."

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Katsu turns to Byron.
"My apologies, and thanks, Byron Milibanke-Grears. I was the one to be on the lookout for traps, yet you were the one to discover it. I shall endevor to sharpen my senses so I do not burden you with my task again."
Katsu will head out abreast with Etemyc, moving at half speed to continuing to be vigilant of more traps.

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"Strange. Also ominous." Byron ponders the object for a moment.
"I should like to get closer to inspect it. Shall we proceed?"
0th –daze, detect magic, disrupt undead, light
1st—color spray (DC 16), , [i]grease (DC 15), identify, liberating command (+4 bonus)
heightened awareness ~9 minutes
mage armor ~59 minutes

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Helena will step forward, moving into the first room, behind and to the side of Katsu and Myc.
"It seems we must approach and examine this further to find a way forward, be ready for danger and traps."
It seems we are ready to approach this pyramid

GM Deadly Secret |

Initiative
Pyramid 1d20 ⇒ 18
Gaellin Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Helena Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Etemyc 1d20 + 3 ⇒ (4) + 3 = 7
Byron initiative: 1d20 + 18 ⇒ (2) + 18 = 20
Katsu 1d20 + 4 ⇒ (14) + 4 = 18
══════════════
Party Buffs:
══════════════
20.18 - Byron
18.04 - Katsu
18.00 - Pyramid
15.01 - Helena
10.03 - Gaellin
07-03 - Etemyc
---Round End---
══════════════
As soon as you approach within 40 feet, the pyramid animates.
Surprise Round (Only Byron & Pyramid may act, unless you have feature that says otherwise.
Up first, Byron! Standard or move action only.

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Byron hastily loads a bolt into his light crossbow and takes a five-foot step backwards.
Knowledge (Arcana?): 1d20 + 9 ⇒ (20) + 9 = 29
Questions would be, in order, Hardness (if any), DR (if any), and Special Attacks (if any).
0th –daze, detect magic, disrupt undead, light
1st—color spray (DC 16), grease (DC 15), identify, liberating command (+4 bonus)
heightened awareness ~9 minutes
mage armor ~59 minutes

GM Deadly Secret |

The pyramid animates and charges, speeding forward on stone rollers. It then tramples over all of you.
trample: 1d8 + 9 ⇒ (3) + 9 = 12 bludgeoning damage
Normally players can take AoO with melee weapons at -4 penalty or Reflex DC 18 for half damage. But since you’re FF you can not AoO unless you have a feature that says otherwise.
Round 1
Up next, Byron!