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Lusinel observes the Abadaran's failed transaction with sympathy, then shrugs as the others express a preference for the narrower corridor. "North it is, then!"

GM Steinkrug |

1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (5) + 6 = 11
When Koruk and Barb are checking the exits, Koruk stops near the west exit, noticing that one of the square floor tiles looks like it's pressure sensitive. Sure enough, he looks up and there's a small socket in the wall, likely loaded with some kind of weapon.
Koruk has found a hazard. Anyone can attempt a Thievery check to attempt to disable it.
Beyond the trap you can see closed double doors.
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (7) + 6 = 13
The northern exit does not appear to have a similar trap, nor does the first door you encounter. Kazikli does not sense any magic in the entrance area or the northern hallway.
If you enter the room:
Small braziers light this room from the northeast and southeast corners. There's another door to the north on the same wall you came in. It is otherwise empty save for an elaborate carving in the floor centered on a robed figure leading a large army of undead against a city. Behind this army are other figures ahead of smaller armies, but the faces of these figures have been chiseled out and something has been written in a script none of you recognize across their bodies.

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If Koruk tells the group about the hazard to the west Lusinel takes out her tools and fiddles with the mechanism. "Well spotted, Koruk! I've seen one of these before, it's a bit old-fashioned, but effective nonetheless, quite painful..."
Thievery(T): 1d20 + 7 ⇒ (18) + 7 = 25
"Funny, you'd think the other, er, Pathfinders would have done something about this trap..."
Regardless of whether her fiddling succeeded, Lusinel follows the group northwards.

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Once Lusinel is done tinkering with the trap, Kazikli peers into the next room.
Society: 1d20 + 5 ⇒ (16) + 5 = 21
"A millennia-old depiction of Sothis," he remarks. He continues his scan as he talks. "Now that the ruin is open to the sky, a host of corpses could be marching back the way we came."

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Barb's initial response to Koruk's information about the trap reflects her inexperience with this kind of work. "I really don't know much about these kinds of traps but I am happy to watch and learn."
Her actions follow her words as she diligently observes Lusinel disarm the trap. "That was most educational. I think it will take some time and practice to learn the skills needed but that seems worthwhile. I agree, it seems odd to leave an active trap in place, unless they thought there was a risk from bandits or someone following them in. That doesn't make sense though, they have guards at the top. One more thing to ask them about I guess."
After that, Barb proceeds down the north hall and stands watch while Kazikli looks into the room.

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Koruk joins the others in the north corridor.
"Now that we know there's still active traps around we should proceed carefully. Where do we go from here?"

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Barb grows impatient and pushes past Kazikli into the room with a brief, "'scuse me" as she goes.
perception to search: 1d20 + 6 ⇒ (2) + 6 = 8

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"I agree we should proceed with caution. The priest follows the others carefully crossbow ever ready, except to raise it when a friendly crosses his line of fire.

GM Steinkrug |

Lusinel deftly disables the trap! Well done.
Barb doesn't notice anything more about the room with the carving in the floor.
Posting the next two rooms along the hallway.
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (3) + 6 = 9
The rooms to both doors seem safe to open. No signs of magic.
This room is again lit by a brazier in the corner. Beneath it, some rope, a backpack and a satchel are lying on the floor. They look fairly new.
The braziers in this room illuminate three 10'x10' pits that look to be about 5' deep. Colorful, powdery residue lies in each of the pits.
These were embalming pits. You could add the residue to some water to create 3 lesser acid flasks.
Anything you would like to do in either room? From here you can continue west or head south to the double doors you saw through the formerly trapped hallway.

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In room #3 "Oh look, unattended belongings..." Lusinel shamelessly rifles through the backpack and satchel looking for clues to the identity of their owner, or really, anything worth taking.
In room #4 She casts a critical eye over the powdery residue in the pits.
Crafting(T): 1d20 + 6 ⇒ (6) + 6 = 12 Nope.
"Anyone know what this powdery stuff is?"

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Barb opens the door at the far end of the room she is in and finds several colourful pits.
crafting: 1d20 + 3 ⇒ (11) + 3 = 14
The powdery residue is unfamiliar.
As there seems nothing else of interest in here she proceeds across the corridor to the small room and takes a look at the belongings found there.
perception: 1d20 + 6 ⇒ (11) + 6 = 17

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Kazikli looks ready to search the backpack, but decides against it. He doesn't stop Lusinel from doing so, however. He stands idle for a moment after again finding no magical activity.

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Koruk follows a few steps behind Barb. He takes a look at the powders.
Crafting: 1d20 + 3 ⇒ (16) + 3 = 19
"If anybody has some water to spare, we could use these powders to make acid." Koruk himself uses only a little of his water to make one bottle of acid.
Then he moves into the hallway and stands guard at the crossing.

GM Steinkrug |

With Koruk's guidance, two more acid flasks can be made if anyone wants one.
Lusinel grabs the backpack and...
there's a bedroll behind it. Inside the backpack she finds some items familiar to her as an adventurer: some chalk, flint and steel, some rations, a couple torches and a waterskin.
The contents of the satchel are more interesting. It contains a curved dagger with a small onyx gem in its hilt and a mirror decorated with a serpent motif.

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Barb looks at the dwarven ranger, "What is that stuff?" she asks. She is clearly tempted to follow suit and use the resources this tomb provides but is being careful to also treat it with respect.

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"I've a spare waterskin, how long will it take? Lande speaks to the dwarf without looking from the hall he is covering.

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In room #3 Lusinel examines the dagger and mirror. "These aren't magical, since Kazikli didn't detect any magic here. They look like relics that might have come from the tomb. I can't wait to meet this mysterious 'head Pathfinder' and ask all sorts of questions."
Satisfied that there's nothing else of interest here, and while waiting for anyone who wants to make a acid flask to do so, she amuses herself by loitering in the shadows at the intersection of the two hallways.
When the group is ready to continue on, she asks, "Shall we continue with the narrow corridor to the west?"

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"As far as I can tell this is residue from embalming salves and fluids, and it will only take a moment to prepare. If you come in here with me, I'll show you how it's done."
Koruk will help anyone who wants to make acid.
"West sounds good to me, Lusinel, we'll be right out."

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Barb follows Koruk's directions and learns to make an acid flask.
She then asks the group, "Which way next?"

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Cautiously Lande hands his spare skin to Koruk his eyes keep moving, something seems to have set him on edge.

GM Steinkrug |

Koruk, Barb and Lande each have 1 Lesser Acid Flask (CRB, pg. 292).
The party continues on west, noticing that some light is shining from up ahead. There's a door at the end of the hallway, but the corridor also turns south and opens into a room without a door. It's from this room the light is coming.
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (11) + 6 = 17

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Perception: 1d20 + 3 ⇒ (15) + 3 = 18
"The statues' limbs appear opposable," Kazikli says, without adding anything more. He doesn't seem the type to speculate aloud.

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"I suppose these arms control some sort of mechanism," Lusinel remarks, having no compunction about speculating aloud. "Perhaps a secret door, or a trap. Could be dangerous, or fun! But probably not fun." Her fingers twitch, but she manages to refrain from actually touching anything.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

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Lande slides the flask into his bandoleer.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
"It is probably better that we leave that alone, until we have a better idea what it does."

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Barb moves with the party.
Perception to search room 5: 1d20 + 6 ⇒ (20) + 6 = 26
Perception to search room 6: 1d20 + 6 ⇒ (4) + 6 = 10
"Well, if you don't think it safe, I am willing to go with your instinct."
She then heads back to the main corridor to continue their exploration.

GM Steinkrug |

The party decides to leave the statue arms alone and, not finding anything else of interest in the northwestern area of the site, heads south to the remaining room.
The double doors open onto the largest room you've seen so far. It appears to be a shrine of some kind, dominated by a 10' tall statue holding a brazier of lit coals. The statue has a human-shaped body, but its head looks kind of like that of a donkey. Several other, smaller human-shaped statues line the path up to this one.
Standing near the large statue is a young, dark-haired man. He looks you over for a moment and then says, Excuse me. This site is being excavated by the Pathfinder Society. May I ask what you're doing here?
Please update your position on the map if you haven't already. Picture of man added to slide #3

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"Indeed my dahling. We, too, are members of the Pathfinder Society, and I believe we have the same question for you. What are you doing here? And do you have proper credentials? We were sent to work at this site as well."
Diplomacy role, if it is helpful in this situation.
diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8

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Lusinel sidles into the room and silently leans against the wall next to Myra, waiting to hear the reply to the fortune teller's question.
Religion(T): 1d20 + 5 ⇒ (1) + 5 = 6
Although the large donkey-headed statue in the room would ordinarily be worth a quip, her attention is fully fixed upon the young man.

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Koruk leaves the talking the others, but he positions himself so he has a clear shot at the man, should it come to that. He keeps his crossbow pointed at the floor for now, though.

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Admittedly, Kazikli has no wayfinder, nor has he seen one on his companions. But can such a varied group be much of anyone but Pathfinders? He hangs back a few steps, still holding his axe.

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Religion: 1d20 + 7 ⇒ (14) + 7 = 21
"Who is your Venture Captain Boy?"
He looks to his companion to the left, then back to the man.
"You are at the disadvantage here, lets stay calm"
Intimadate: 1d20 + 3 ⇒ (18) + 3 = 21

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Barb takes her place by the door keeping an eye on both the room's occupant and the way behind them.
"You're right Shakkah, this looks like an interesting place. I wonder who the statue represents...hush, Shri, that's not polite!"
perception: 1d20 + 6 ⇒ (13) + 6 = 19
religion: 1d20 + 1 ⇒ (6) + 1 = 7
Once she has established there are no immediate threats, Barb throws a menacing look toward the young man whom they've been chasing.

GM Steinkrug |

Oh! Of course. Fellow Pathfinders! "Explore, Report, Corroborate!" Forgive me, but you startled me. I wasn't expecting you. Why, I'm excavating this site, of course. Yes, I suppose Balentiir thought that I could use some help. Credentials? Oh, I'm sure I don't need...
Lande points out that he is outnumbered.
Yes, very well. I do have this wayfinder. He pulls out a small compass and holds it out so that someone might examine it.

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Lusinel stares at the so-called 'wayfinder' the man is holding out, and snorts incredulously.
Crafting(T): 1d20 + 6 ⇒ (18) + 6 = 24
"That hunk of junk, my friend, is not a wayfinder. If you're going to run a con job, at least be marginally competent at it." She shakes her head in disgust.
Moved up in order to examine the 'wayfinder'.

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Barb looks at the man in disbelief, "Corroborate? Really? Definitely no Pathfinder! Who are you really?"

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"All wayfinders are magical. Some empower their bearers, enhancing strength or their way with words. A pity yours did not help you worm your way to a sound conclusion." Kazikli steps forward, axe still in hand but resting at his side. "I suggest you explain."
Intimidation: 1d20 + 7 ⇒ (3) + 7 = 10

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Koruk listens to the exchange - harrumphing at "corroborate" - and moves to a flanking position as it becomes clear that this man is not a Pathfinder.

GM Steinkrug |

Glancing briefly down at Kazikli’s axe, the man raises his hands. We can figure this all out later. You must listen! There’s something wrong with this place, something… corrupt. It’s not safe. When I arrived it was dark and I heard—”
As if on queue, the lights go out and an eerie moaning sound seems to come from the walls themselves. The man stumbles backwards into one of the statues and it comes to life! Before anyone can react, the statue crushes the man in its stone hands and he falls to the ground lifeless. Meanwhile, stone slabs in the floor near the entrance shift back, revealing a mummified corpse in each. The lights flicker back on.
Koruk: 1d20 + 10 ⇒ (14) + 10 = 24
Kazikli: 1d20 + 5 ⇒ (10) + 5 = 15
Barb: 1d20 + 8 ⇒ (9) + 8 = 17
Lusinel: 1d20 + 9 ⇒ (8) + 9 = 17
Lande: 1d20 + 9 ⇒ (1) + 9 = 10
Myra: 1d20 + 8 ⇒ (12) + 8 = 20
Statue: 1d20 + 9 ⇒ (2) + 9 = 11
Mummy A: 1d20 + 3 ⇒ (13) + 3 = 16
Mummy B: 1d20 + 3 ⇒ (20) + 3 = 23
You all got a +2 bonus to initiative since you saw through the man’s attempt at deception.
Round 1:
Koruk
Mummy (Yellow) (Prone)
Myra
Lusinel
Barb
Mummy (Blue) (Prone)
Kazikli
Statue
Lande
Koruk may act

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Koruk uses hunt prey on the yellow mummy as his first action.
Koruk turns his crossbow on the mummy at his back and releases a quarrel at it.
"Stay down, damn undead abomination!"
crossbow (range increment 120 feet): 1d20 + 7 ⇒ (6) + 7 = 13
crossbow damage with Crossbow Ace and first attack against prey: 1d10 + 2 + 1d8 ⇒ (5) + 2 + (6) = 13 (piercing)
Koruk then reloads his crossbow with practiced efficiency.

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Barb, her anger roused by the presence of the undead is thankful that Koruk has engaged the one initially closest to her but is still torn between assisting Myra or heading straight to the statue that looks like the toughest of the bunch. In the end, she decides on the latter.
"Abominations!" she cries as she strides toward the statue and swings with her greataxe.
Greataxe attack, raging: 1d20 + 7 ⇒ (14) + 7 = 21 potential slashing damage: 1d12 + 6 ⇒ (6) + 6 = 12
Rage, Stride, Strike

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Lusinel draws her rapier, moves to flank the statue with Barb, and doubtfully attempts to pierce whatever stony defenses this creature might have.
rapier: 1d20 + 7 ⇒ (8) + 7 = 15
potential rapier damage with sneak attack: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13 (piercing)
draw, stride, strike (flanking)

GM Steinkrug |

Darts of force fly out of Myra's hand and slam into the other mummy before it manages to get moving. Pieces of bandages go flying and the missiles tear into its dead flesh. It still manages to stand and shuffle toward her.
Barb and Lusinel strike at the animated statue. Barb's axe manages to chip away at it and do some damage, though not as much as she'd expect from the force of her blow. While Lusinel's strike doesn't seem to do anything.
Round 1:
Koruk
Mummy (Yellow)(-13)
Myra
Barb
Lusinel
Mummy (Blue) (-9)
Kazikli
Statue (-6)
Lande
Kazikli is up.

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Barb can be heard muttering, "You're right Shri, this is going to hurt. Thanks for pointing that out. ... Hey, I did my best, give me a break."

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Rather than use his axe, Kazikli hurls a blast of condensed air at the statue. He then channels energy at the corpse behind Myra.
Elemental Toss vs. Statue: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 ⇒ 3
2-action Heal vs. Blue: 1d8 + 4 ⇒ (8) + 4 = 12 DC 17 Basic Fort