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Gameplay Thread - You know the drill

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Venture-Captain Norden Balentiir invites you to join him in the lush gardens outside the Sandswept Hall.
The shaded gardens outside the Sandswept Hall provide a welcome respite from the sweltering midday sun. Venture-Captain Norden Balentiir reaches up to one of the date palms overhead, pulling down a bunch of ripe fruit to share with the table. They’re good for much more than shade, my friends. But I did not call you here to enjoy my garden. A few months ago, I finally received confirmation that we would be able to execute one of the last excavation permits issued by the Osiriani government. The site is a desert location where the dunes have shifted, revealing the beginnings of a staircase leading down beneath the sands.
The Osiriani government is protective of its cultural history, and with recent changes in their stance on allowing foreign archaeologists to work inside their borders, I wasn’t sure this permit would even stand. The bureaucracy was rather slow this time around, but it turns out we were approved before they stopped issuing permits. I’ve already secured your provisions, including camels, tents, food, water, tools to perform the excavation, and a map to the site. As you know, it may take many weeks to clear the site of debris. The desert can be unforgiving, so don’t hesitate to return here to rest as needed.
The government has already sent guards to oversee the site and protect against any potential thieves. Remember—keeping up a good reputation in Osirion is vital to the Pathfinder Society's continual presence here. Please don't antagonize the guards.

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A small Ysoki with starry eyed pupils and tattered robes sniffs around and rubs his hands together. Eventually they get a staff out and lean on that instead.
"Ahh yes... yes. Tarkii here. The stars have brought me to this mission., it sounds like the time is finally right."

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A tall well-bronzed man arrives. He's dressed in leathers with a crossbow on his back and twin swords on his belt. He nods at the Ysoki before greeting the Venture-Captain. "Quickblade Trueshot. I heard you have a mission for us?"

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A young, average height and build human joins the group. He is wearing a chain mail underneath a cloak with a dagger scabbard at his belt.
"I'm Jak Tlooly." he smiles, "Another exploration of ruins. I do enjoy these types of missions."

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Excellent. Do any of you have any questions for me?

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"I have none. I figure this is a typical explore ruins and deal with any troubles that arise."
Looks to the others to see if they have anything to say...

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Guarding the dig site as I said. We do have permission to be there so I do not suspect there is anything ...... erm .... untoward going on.
He hands one to you the documents authorizing you to be there.

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"Shouldn't be too bad. Much better than my last mission to the Shackles. We almost got mauled by pirates."

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If you wish to pursue any supplies before leaving, it is suggested you do so now. Also, everyone gets 1 Hero Point. If anyone has any to give out, please do so now.

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No supplies needed, though I have 2 glyphs to give out

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Any advance on five glyphs - please choose who gets them, someone will miss out, assuming all six have registered

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@GM - I think we're missing half the party?

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A goblin -- in wizard robes and hat -- wakes up, pushes his hat back into place, and says, "I'm here. I'm BakBat the wizard. Let's go burn... I mean explore something."

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A goblin in a draconic jump-suit stumbles into the midst of those gathered already.
Desert ruins? You think there's any mummies in there? Really hope we aren't disturbing Nex's treasure or something like that. Would be bad.
He pulls out a dodecahedron and tosses it amidst the party.
It's time to find out our fortune from the clacky rock!
Clacky rock: 1d20 ⇒ 16
His eyes light up at the result and he collects his die again.
Ah! Good fortune. This will go well.
He then leans in towards BakBat. Hey! Easy with the burning. It takes goblins forever to gain good reputation; five minutes and fire magic to ruin it! But hey, hello fellow magic person!

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A tall, clean-cut, handsome blonde man is in the garden. He is tall, powerfully built and wears half-plate. He carries an elegant, old bastard sword that obviously used to have more than one rune on it.
He drinks a long, cold drink. He is feeling the heat.
"I'm in too. It's hot here. I've just got back from the far north. I'm Cal, pleased to meet you all."

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With the party finally assembled, you all set off. Your journey to the archaeological site is relatively uneventful. With the supplies provided by the venture captain, the PCs have plenty of resources to handle the desert’s most basic threats. You also discover that traveling during the hottest part of the day is exceedingly uncomfortable.
When you arrive at the ruin, they find that the ruin’s entrance has already been excavated. The staircase leads down to a torchlit chamber. A canvas fence secured around the staircase keeps most of the sand away from the opening. Nearby, a guard named Elrekah, sits under a tarp, humming to herself to stave off boredom while two additional guards nap in the shade, resting with four camels. Elrekah addresses you as you approach, asking if you are “more Pathfinders” and chastising you for waiting to join the expedition until after the hard labour of clearing the entryway had already been finished.
Please add your initiatives and perceptions to Slide 2 as well as your tokens to represent your marching order

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Try it now - should be fixed
She reveals that this expedition began over a month ago, but much of that
time was dedicated to clearing and securing the entrance. It was only in the last week that the “head Pathfinder” was able to begin cataloging the ruin’s history. The rest of the agents went home once the sand was cleared away.
She then asks to see your permits.

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Jak shows the permit but frowns while the guard looks over it. "Odd.. The Venture-Captain didn't say anything else about 'other' Pathfinders. I have a bad feeling about this."

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Yours certainly look in order. But then so did the other persons. She contemplates for a moment. Probably an administrative mixup.

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Why weren't we hear earlier to clear the entryway? Because this group works smarter, not harder. Arfsnarf grins his toothy grin as he says this. He then hands over his own permit.
We are no administrative mix up. We are the solution! I asked my clacky rock earlier and it gave good signs!
He waves his fortune-die in front of her demonstratively.

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Quickblade looks startled at the guard's statement. "What others? We were told we were the first ones to be given a permit."

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"I agree with Quickblade here. Someone is playing us for fools. I really don't like being conned. We had best get a move on." Cal furrows his brow and looks annoyed.

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Elrekah just shrugs. Not my problem she says.

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As a precaution, Quickblade pulls his crossbow from his back and loads a bolt into it.

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"Lets get a move on and meet up with the 'Other Pathfinders' to see what is going on and possibly solve any issues that might arise."
Jak grasp his Holy Symbol around his neck and prays, bring forth light. "Just incase it is dark in the ruins."
Cast Light spell.

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If Arfsnarf bends down and listens to his gut, it tells him that Venture Captain wouldn't mess with us. It tells him that somebody else knew of permit and somehow made or forged copy and beat us here. Maybe sneaky Aspis!
Arfsnarf also casts light on his clacky rock as they enter.

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Tarkii giggles at all the lights being cast and briefly dances some lights above his head before tapping their staff on the ground a few times, perhaps to check that it had not gained any structural flaws in journey here and joins his allies and descending into the tomb.

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You head into the entry chamber.
Several of the pillars in this once-grand entryway have collapsed. The statues around its edges depict scarab beetles.
beetle iconography is commonplace in tombs and other places associated with death.
Make perception checks.

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Quickblade also lights his Wayfinder.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

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Uh oh. Low on society in the group?
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

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Ooh, good eyes Tarkii. Maybe we try path to left?
Arfsnarf heads that way, points, but then squints and looks again for traps in that direction.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

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No traps seen in that direction.

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Let's assume Arfsnarf proceeds in that direction if we get another vote or two or unless someone objects.

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Society: 1d20 + 2 ⇒ (14) + 2 = 16
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
"BakBat doesn't see the wire. Oh. There it is. Should BakBat disable the wire? Hmmm?"

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So, do you go right? Or disable the trap?
More of the map exposed. Place your tokens where you want to go

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Let's see if this way connections around back first. If we have to later, we try our hand at the trip wire. If others follow us in and trip it, we get to hear them!

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With crossbow drawn and wayfinder lit, Quickblade crouches at the mouth of the passageway, waiting for his companions.

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Jak moves up behind Quickblade. "Agreed. Lets leave the trap in place. It could be used for any potential threats or fleeing enemies."

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Arfsnarf approaches the door on the South side of the new passageway and does routine Pathfinder due diligence of check the door for traps, mechanical and magical.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Afterward, casts detect magic on the door

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No magic and no traps. The door easily opens - and the room is basically empty. The carvings in the floor glorify Akmajet, showing him leading an army of undead against a city. The carvings represent a grandiose fantasy rather than a historical event.
Behind Akmajet, several other figures lead their own lesser armies of undead. However, their faces have been chiseled out, with text written across their bodies.
There is another door further along the north wall