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"What's that?! Something shiny? Sure, I'll hold the rope. Just hand up the shiny thing."
Jacues winks with a look that says, "Sure, you can trust me completely".
In case you need a check from me
[dice=Climb]1d20+5
If you were holding the rope you would need to do a strength check.

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Hold my beer.
Malik's eyes widen after Zhatara speaks, and looks down. "I'M COMING, SMILEY!", and leaps into the well.
Lethal damage from 10 ft fall: 1d6 ⇒ 5
Nonlethal damage if Acrobatics beats 15. If not, it's lethal: 1d6 ⇒ 5
A dull sound is heard a moment later, and a grunt of a half-orc at the bottom of the well.
"Hey! There are no undead here! I think? I might have sprained something, though."
He stands up, and looks around. "Damnit, woman! I hope you like your hair wet."

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Sense Motive: 1d20 + 2 ⇒ (6) + 2 = 8 = no chance
Kolris is about to rush to follow Malik down, but stops on hearing the half-orc's admonishments. Ahhhh, tricksy lady.
"So if it's not zombies, what really is down there?"

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Hold my beer.
Malik's eyes widen after Zhatara speaks, and looks down. "I'M COMING, SMILEY!", and leaps into the well.
** spoiler omitted **
A dull sound is heard a moment later, and a grunt of a half-orc at the bottom of the well.
"Hey! There are no undead here! I think? I might have sprained something, though."
He stands up, and looks around. "Damnit, woman! I hope you like your hair wet."
Really?
On the bright side you do find an ancient dagger at the bottom of the dry well. Once you all make it to the surface, anyone can make an Appraise or Know (History) DC 15 to attempt to ID the dagger.

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Knowledge (history) DC 15: 1d20 + 6 ⇒ (11) + 6 = 17
Kolris notices Malik's limp. "Good grief, are you okay?" He shakes his head at Zhatara, but turns his head to the dagger without directly admonishing the mesmerist.

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Climb: 1d20 + 5 ⇒ (1) + 5 = 6
That should be fine with rope
Malik climbs out of the well with a dagger in his mouth, and spits it out.
"The back hurts a bit. Nothing lethal, probably ,I think.."
He looks at Zhatara with a single word: "Why?"

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"Why what? He needed help. You provided it and found something of value. I'll admit I wasn't expecting you to jump down the hole though... more like climbing down you know?" Zhatara winks.

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The arrow points the way to the next map section, go ahead and move there when ready...

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Nali quietly follows Jacques down the stairs, still concerned about anyone being alone, thanks to the skeletons from above. (Though getting away form the well shenanigans was on her mind too.)
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

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Kolris has his rapier out as he descends the stairs behind the others. He looks into the room when they get to the bottom of the landing.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12

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"Look. I trust you guys. When we're on these missions, we only have one-another. If you say one of us is in danger, I go help. It's that simple. I hope that you would do the same for me.", Malik sighs, and decides to not return the favour.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
He moves further; distracted by the pain, and barely notices his own nose.

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Smiley sidles up to Malik.
Well, Ole Smiley appreciated it even if no one else did. You're okay, orcblood. I guess Ole Smiley judged you wrong. I'm lucky to have ye at my side, an' I hope I can call ye "friend".

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"It was a very noble act, Malik. However, I was standing right on top of the well holding a rope and Zhatara was across the room.
Perhaps discretion is the greater part of valor? That, and, "Never trust a Chelaxian", as we say in Varisia."

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Lower Archaeological Site
To the north, a winding stairway descends to the dim chamber below. Four alcoves hold marble statues of grim soldiers from ages past, two on either side of a faintly glowing statue of a regally appointed man who towers in front of the southern wall. Two golden lion statues stand at guard in front of the god. The roof has collapsed at the northwest corner, where a large stone slab lies on the floor below the opening.
Per - Nali: 1d20 + 10 ⇒ (15) + 10 = 25 Low-light vision
Per - Malik: 1d20 + 7 ⇒ (12) + 7 = 19
Per - Kolris: 1d20 + 3 ⇒ (15) + 3 = 18 (+4 vs. Traps)
Per - Zhatara: 1d20 + 5 ⇒ (20) + 5 = 25
Per - Smiley: 1d20 + 6 ⇒ (18) + 6 = 24 Darkvision 60ft
Per - Jacques: 1d20 + 2 ⇒ (10) + 2 = 12
The corpse of a Chelish soldier from the Everwar is concealed beneath a portion of a collapsed roof. DC 15 Strength check to move.
The broken skeleton wears a platinum ring adorned with the head of a hound, and it has a faint aura of abjuration magic.
[/spoiler
[Spoiler=Know(History) or Profession (Soldier) dc 15]
The quartet of statues in the alcoves represent a noteworth figure in Taldan History. They are military leaders who served in Taldor's Third Army under General Coren. Unfortunately, all four died before the founding of Corentyn, which supposedly served as a launching point for the group that founded this colony.
You can ascertain from the minimal wear and discoloration that the statues were likely carved in the last century.
The next archaeological item from the report is the pair of golden lion statues. Originally these depicted hellhounds, but the Athenaeum archaeologists augmented the original sculptures with plaster to resemble lions and covered them with a thin gold coating that has been tarnished with paint to appear aged. (Altered)
You identify that the statues depict hellhounds once the false parts have been removed.
Because I know you will be casting Detect Magic right away, to save time...
The final archaeological item is a large, ancient statue of the god Abadar. The statue is actually a magical illusion that looks and feels real. The statue detects as magical. Make a WILL Save dc 17.
The double door is made of metal. A serpent head etched upon its surface is the symbol of archdevil Geryon. The doors have been locked since the Everwar with a chain and padlock, DC 25 Disable Device to unlock (or break it).

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"I can pick that lock, if needed, though I suspect Kolris is probably better.
Smiley, help me with the roof here?"
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Walking over to one end of the roof, he prepares to give Smiley some assistance.
Strength AA: 1d20 + 2 ⇒ (8) + 2 = 10

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"Yeah, I'll take a look at that lock, but first, let's see if we can get this body free. We might learn a lot from this." He moves to the other side from Jacques, and lends his hand to the lifting.
Strength: 1d20 + 2 ⇒ (19) + 2 = 21
"Jacques, you got him free?" He drops the roof once Jacques pulls the body free. He notices a ring on the skeleton's finder, but can't make sense of what the hound-sigil means.
Knowledge (history) DC 15: 1d20 + 6 ⇒ (1) + 6 = 7
He moves into the room deeper, and begins examing the statues.
Knowledge (engineering) DC 14: 1d20 + 6 ⇒ (9) + 6 = 15
"These statues are no more than a century old!" he exclaims, his hand brushing away some of the dust to expose the detail work of the carving.
Appraise DC 15: 1d20 + 4 ⇒ (13) + 4 = 17
He continues searching, and examines the lion statues. "Also frauds. Blatantly so, I would say! Look, here; they've been built up and covered with gold foil to look like a different statue. Ridiculous."

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The formatting of the GMs post is off and there is another Knowledge check hidden in that spoiler.
Jacques quickly slides the corpse out while Kolris supports the roof.
"Yeah, I got it.
Ooh... Look at the fancy ring. I wonder if it is magic?" Yeah, it is. Is this the group where nobody had both Detect Magic AND Spellcraft?
"I always wanted to have a magic ring, like in the stories."
Jacques doesn't believe in curses other than the ones old Harrowers throw around, and slips the ring onto his finger.

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Yeah, he only gets Inspiration for free if it's a trained Knowledge check; these have all been untrained Knowledge checks so far.
Knowledge (planes) DC 13: 1d20 + 6 ⇒ (18) + 6 = 24
Kolris calls everyone over to peel the gold foil off, along with the plaster underneath. When they're done, it's easy to see what was under the false lions. "Hellhounds."

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Nali frowns at the discoveries that the group as found so far. "So, plaster is fake, pottery is fake, and lions are fake...Three things of the list of five are fake. The other two deserve more looking at then." With that, she takes a moment to study the statue.
Knowledge(Arcana): 1d20 + 6 ⇒ (9) + 6 = 15
...only to be distracted by Malik's condition. As such, she removes her healing wand, walks over and taps him with it.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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"And Hellhounds, to boot. Sounds like an early incursion of Diabolists. Maybe the ones who originally invaded this peninsula?
Seems like the kind of thing that could prove embarrassing, or at least inconvenient. While a Taldan encampment that predated Rahadoum could be quite convenient.
So, what is the play here?"

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I hope there's neck-squeezin' to be done. Har!

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"I appreciate the sentiment, folks.", the half-orc nods to Smiley and Jacques, and supports his claim with a half-smile. "Clinging to old conflicts will get us nowhere."
In the statue room
While Malik knows about the Dwarven-Orc animosity back in the earlier times, he is a big student of history. He merely walks around the room as an observer.
"Ha-ha-ha-ugh!", the half-orc laughs when the facts on the "archeological site" surface, but something stings him and he stops. When Nali appears with a remedy, he pats her in a thankful manner. "Much better, thank you."
He stands up straight, and stretches a bit to make sure nothing else aches, and seems satisfied. He joins in on the discussion: "Well, if they're all fake or planted here by... probably the Chelish - do you REALLY want to get involved in the politics of it all?"

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"Involved?? I certainly hope not.
I'd prefer that we just complete the examination of this site and report our truthful findings to our superiors. Let them worry about politics.
We should, however, be prepared with a partially truthful story in case we are greeted by Chelish agents as we attempt to return with that truth."
Jacques will wait for Zhatara to conduct her magical examinations before walking toward the door to give it a closer look.
"Hmmm... Geryon, not Asmodeus. Is that important?"

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Zhatara considers what the others have found and casts detect magic around the hall. The ring Jaques retrieved detects as magical but she can't say what it does. She warns the others of the item's nature.
No spellcraft. Someone could jump in though
She agrees with the others:"Frauds. Which begs the question: why did Inareth Alazario allow us to come here? Does she know about this fake? If so, does she understimate our ability to discover the truth about this place or is there some more sinister reason behind her actions?" she asks in a loud voice but not speaking to anyone in particular.

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Spellcraft, free inspiration: 1d20 + 6 + 1d6 ⇒ (9) + 6 + (6) = 21
To identify ring, if Kolris is allowed after Zhatara reveals it with detect magic.
Knowledge (arcana) DC 20, free inspiration: 1d20 + 10 + 1d6 ⇒ (4) + 10 + (3) = 17
On the statue, if Kolris is allowed after Zhatara reveals it with detect magic.

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"Simple," Nali replies to Zhatara's musings. "Snake-like woman works for country. Country wants to rewrite history. We have already seen them try to do this in ... Coretyn? The fakes are to make their truth the truth. If I am right, she does not understand Pathfinder Society well."
Nali gestures to the door and the statue. "Who would have devil prince in the same shrine as city god?" She goes to tug at the statue to see if they plastered and gilded it too. " Maybe statue of another devil?"

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"On the other hand - it could be planted by someone else to frame the Chelish for it. We should find some specific evidence, otherwise we are jumping to conclusions. I don't think that's a good idea when it comes to these matters.", Malik says calmly.

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There's a typo in with my posting about the corpse. Go ahead and open it up, you have the ability to 'pass' the test, so go for it.
You have a pair of doors to the south, your way out of the room. Either pick the lock (DC 25) or start bashing it down...

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I saw the type; Kolris attempted and failed the associated Know (history) check.
The investigator, in his element, moves over to the door where he attempts to open it.
Perception, find traps, inspiration: 1d20 + 3 + 1 + 1d6 ⇒ (20) + 3 + 1 + (6) = 30
Disable Device, inspiration: 1d20 + 10 + 1d6 ⇒ (13) + 10 + (6) = 29

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Smiley moves to back up the smart elf, should anything suddenly need their neck squeezed.

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Kolris, with a bit of luck manages to open the lock. Clinking, the rusty chains fall away and he pushes open the doors...
Shadows cast by a blazing brazier behind a metal lattice to the south flitter across the wall paintings here, granting the images the illusion of haunted animation. A seven-foot-tall statue of a hunched, robed figure with three eyes and a mouth ringed with tentacles stands before the lattice.
You canrecognize an archdevil, its holy
symbol, and recall the following information about it.
Barbatos: The current ruler of Avernus, the first level of
Hell, Barbatos holds the keys to the gateways into Hell. He
has dominion over birds that feast on the recent dead.
Dispater: The immense, iron-walled city of Dis, the
second layer of Hell, is ruled by Dispater, Hell’s greatest
politician and jailer. His followers revere hounds.
Mammon: Hell’s treasurer and accountant, Mammon
lurks in the dark, rat-infested sewers below Dis—a lightless
realm called Erebus that is the third layer of Hell.
Belial: Desire and adultery are the areas of concern
for Belial, ruler of the molten layer of Hell’s fourth circle,
Phlegethon. His followers considered goats sacred.
Geryon: The stinking swamps of Stygia, the fifth layer of
Hell, are the dominion of the Serpent—Geryon—source of all
great heresies.
The paintings portray a battle between the troops and div allies of Ancient Osirion and the artificers and constructs of the Jistka Imperium.
A fiery brazier at the east end of the chamber makes the air uncomfortably hot and acrid. An eight-foot-tall statue of a devil with large, curved horns stands at the west end. Across from the metal lattice is a collapsed, descending staircase. An ancient skeleton is partially buried under the rubble.
Per - Nali: 1d20 + 10 ⇒ (17) + 10 = 27 Low-light vision
Per - Malik: 1d20 + 7 ⇒ (13) + 7 = 20
Per - Kolris: 1d20 + 3 ⇒ (12) + 3 = 15 (+4 vs. Traps)
Per - Zhatara: 1d20 + 5 ⇒ (16) + 5 = 21
Per - Smiley: 1d20 + 6 ⇒ (11) + 6 = 17 Darkvision 60ft
Per - Jacques: 1d20 + 2 ⇒ (17) + 2 = 19
Everyone easily spots a rod next to the corpse.
It is an Ivory Baton which the Jistkan artificers used to control their constructs.

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Smiley peers down the stairs.
My brother Zeblin always said, "Hey Smiley, go fetch me that thing".
If you're waiting for that to make sense, you'll be waiting a while. But it made sense to Smiley.

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Knowledge (religion) DC 15, free inspiration: 1d20 + 10 + 1d6 ⇒ (3) + 10 + (4) = 17
Knowledge (history) DC 18: 1d20 + 6 ⇒ (10) + 6 = 16
"I know a bit about the pantheon of Archdevils. I wonder if this statue is of one of them?" Kolris is able to share some of what he knows about some Archdevils and their dominions in Hell. First spoiler open
Knowledge (arcana) DC 22, free inspiration: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (1) = 20
He notices the rod, but is unable to make sense of it.

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"I think all these archdevils' depictions prove what we already suspected: this outpost was taken over by the diabolists of House Thrune, which means it's not Taldan at all. Shall we proceed?"

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Knowledge(Arcana)(Aiding Kolris): 1d20 + 6 ⇒ (19) + 6 = 25 *snicker* aiding or not, That makes the arcana check
Nali picks up the rod and looks it over. "Kolris," she says slowly, as she points to several of the markings on the rod, "These runes are for command, yes"?

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"Command of a construct!" He grins at Nali. "Yes, that's it. Don't see how I missed it. It's an Ivory Baton; Jistkan artificers use these to control their constructs."
He looks around quickly, checking to see if there's a construct here to control....

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Malik's eyes scan the statues in the room, his expression seems to show concern for a short moment. "Being assaulted by one or more of those statues is not something I am looking forward to. Please tell me it's something else.

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[dice=Knowledge (religion) DC 15, free inspiration]1d20+10+1d6
[dice=Knowledge (history) DC 18]1d20+6"I know a bit about the pantheon of Archdevils. I wonder if this statue is of one of them?" Kolris is able to share some of what he knows about some Archdevils and their dominions in Hell. First spoiler open
He notices the rod, but is unable to make sense of it.
The first statue (7' tall one) is of Barbatos.
The 8' statue in the area with the brazier is of Dispater.

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Taking the stairs and continuing on the path set for you.....
The echoing, lightless hall has a dark pool that extends most of its length. A walkway runs above the pool, but much of it has collapsed, leaving only the support pillars below. In the south, upon a platform at the end of the hall, stands a seven-foot-tall statue of a horned humanoid with a large, cryptic disc mounted upon its back. The hall turns to the west before the platform. This hall is dedicated to the archdevil Mammon, whose statue looms at the end of the hall.
The pool appears to be at least 10' deep.
The easiest way across is 6 DC 12 Acrobatics checks, to hop from one pillar to another, keeping out of the water. If you want fewer checks you can leap from collapsed section to section with a DC 15 Acrobatics check, DC 20, then DC 10 (3 checks total instead of 6).
Per - Nali: 1d20 + 10 ⇒ (17) + 10 = 27 Low-light vision
Per - Malik: 1d20 + 7 ⇒ (10) + 7 = 17
Per - Kolris: 1d20 + 3 ⇒ (19) + 3 = 22 (+4 vs. Traps)
Per - Zhatara: 1d20 + 5 ⇒ (12) + 5 = 17
Per - Smiley: 1d20 + 6 ⇒ (12) + 6 = 18 Darkvision 60ft
Per - Jacques: 1d20 + 2 ⇒ (3) + 2 = 5
Most of you notice that the water appears as though a film of some kind floats on the water...
If you fall into the water you are able to make it across without much difficulty, but it leaves an oily residue on you. If you take any fire damage, you are deal an additional 1d4 fire damage and must make a DC 15 Reflex save or catch fire.

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Kolris looks at the collapsed walkway; obviously the still-standing support pillars are the best option... but sometimes the best options aren't great, are they? Using the collapsed sections will take fewer leaps; that may be the path to try. He steps up, though, and gives it his best shot.
Acrobatics DC 15: 1d20 + 7 ⇒ (13) + 7 = 20
Acrobatics DC 20, derring-do: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (5) = 22
Acrobatics DC 10: 1d20 + 7 ⇒ (9) + 7 = 16
With a little bit of panache, Kolris is able to across while staying dry.

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That looks easy!
Acrobatics DC12: 1d20 + 4 ⇒ (18) + 4 = 22
Acrobatics DC12: 1d20 + 4 ⇒ (5) + 4 = 9
That wasn't easyyyyyyyy... Splash!
Smiley coughs and sputters, but he's a good enough swimmer to make it across to the far side.
Oh, my brother Felgar is gonna have my ear for gettin' his belt all goopy. Lucky for me, I won't see him for a couple months. More than enough time to wash it once or twice! Har!
He claps Kolris on the back playfully, leaving a slight gooey handprint that Smiley doesn't notice. He waves to the party on the far side.
Come on over! We're havin' a party over here!