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Before entering the ruins, Deluge casts Barkskin on himself.
Upon hearing the voice, Deluge pulls out his club and raises his shield.
"Sounds threatening. I don't think it's safe in here. I don't suppose we can go back? Didn't we forget to have lunch first?"

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Know. (planes): 1d20 + 5 ⇒ (18) + 5 = 23
Guys, I think the voice talk about a Doru, an evil outsider calls Div.
Apart from that, don't know much more...
Daeron activistes his wayfinder and look around.
Perception: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 +2 vs human

GM Fuzzfoot |

There doesn't appear to be much else to see in this room. Passages lead north and west.

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"Sounds like some lover's quarrel if you ask me." Graff shrugs off the voice.
"If it can be hit, it can die. We already here, might as well go ahead and see what else is around..." and the tough Half orc backing up his words steps towards the passage leading North.

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Daeron notes for himself presence of an irritated, deep feminine voice
He follows Graff to the northern passage.
Survival (tracks): 1d20 + 7 + 1 + 2 ⇒ (19) + 7 + 1 + 2 = 29
Perception: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22

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When the other pathfinders do not enthusiastically take up his offer for lunch, he grumbles (in perfect synchronicity with his stomach) and reluctantly heads north instead of south.

GM Fuzzfoot |

A chest sits in this room’s western alcove.
Within are dozens of small, dull gray stones with no apparent value. Many of the stones have cracks, divots, and pockmarks. The chest also contains four onyx gemstones worth 30 gp each.
it has only 10 hp, hardness 2, and a break DC of 20.

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Graff looks at his companions.
"Any of us here with the skill of opening it? Else Don't mind if I just destroy it." he grins.

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Deluge rubs his bald head and replies, "Nope. Bash it."
As he says this he starts to slowly back away.

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I think that did it....

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Except that he rolled a nat 1. So whatever he 'did it' to was not the chest.

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Shrug. He destroyed something. That counts for something to Graff's Patron. He's a fan of destroying something.
Break chest 1d20 + 5 ⇒ (13) + 5 = 181d12 + 4 ⇒ (5) + 4 = 9
Break chest 1d20 + 5 ⇒ (13) + 5 = 181d12 + 4 ⇒ (6) + 4 = 10
Graff lends an axe to the cause of breaking things, whispering a litany of holy destruction to his patron. Though the prayer seems to have several repeats of the words, 'smash', 'smashing' and 'smashed' if one chooses to overhear it.

GM Fuzzfoot |

The chest also contains four onyx gemstones.
These are worth 30 gp each. You also determine that the stones were once flawless gemstones and that they were likely used as components in the creation of a spell or magical effect.

GM Fuzzfoot |

Anyone feel like moving forward?
Assuming you move up the stairs...
Detritus litters this room, including bits of metal, broken furniture, crushed glass, leather strips, and shredded parchment. The walls, ceiling, and floor are covered in deep gouges forming words and phrases in multiple languages.
The scratches read:
I will seek the Dungeons, find the screams, remember your name, KILL YOU

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Deluge does!
After the gems are collected, Deluge starts heading towards the next room.

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Graff follows behind since there's nothing else in this room.....

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Daeron translates what's inscribed on the walls.
Strange, don't you think?
He follows Deluge not before using his cloak to cast detect magic and look around for any clue, smell or anything else.
Perception: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
He touches the scribings, and transcripts them onto his books.

GM Fuzzfoot |

Daeron does some looking around, and his keen eye notices a few things.
A sturdy box holds 8 flasks of alchemist’s fire.
He also determines that the room once contained a table with thick leather restraints, a single stool, and a small writing desk. He finds enough scraps of parchment to determine that the pages contained Ancient Osiriani writing, arcane symbols, and sketches of gemstones and humanoid skulls.
The writing dates to the Age of Destiny, around seven millennia ago.
Green and yellow arrows show unexplored options.

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Deluge takes two of the flasks and heads for the near (yellow arrow) exit.

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Wouah! That's old and quite interesting... Thinks Daeron.
He notes all of his discoveries into his book and takes with great care all the scraps of paper to put them in safety.
He also take 2 flasks.
Lets continue yellow direction
Perception: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

GM Fuzzfoot |

Over a dozen small alcoves line this hallway, each containing rusted shackles bolted to the walls and copious amounts of dust. Three of the alcoves contain brittle skeletons hanging from the shackles. Frantic whispers echo around the otherwise-silent chamber, seemingly originating from the skulls of the deceased.
A Heal or Knowledge (religion) check might reveal more information about what happened to these dead.

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Religion 1d20 + 3 ⇒ (15) + 3 = 18
Graff stands still as he attempts to understand just what has happened here.
It seemed there wasn't anything for him to destroy though......

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Deluge gives the skeletons a careful examination.
heal: 1d20 + 9 ⇒ (15) + 9 = 24

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Heal: 1d20 + 1 ⇒ (17) + 1 = 18
Daeron looks careful at the skeletons, also trying to understand what the whispers try to tell them.
Perception: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

GM Fuzzfoot |

Working together, you easily determine that the bones once belonged to adult humanoids who suffered from multiple horrific and fatal diseases. You also deduce that only magic or divine energies could have kept these people alive long enough to contract so many deadly diseases, and that force is likely what preserved the bones... and the voices.

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Daeron writes all his discoveries into his notebook.
Better not to touch these bones...nor listen to the whispers for now.
After a prayer to the god of Secrets, Daeron says Lets continue our exploration.
He moves out of the room and to explore the rest of the complex.
Perception: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

GM Fuzzfoot |

I feel I may not have been descriptive enough on your "sub-mission". The line, "a thorough investigation of the ruins could yield
invaluable discoveries for the faction", means take note of what other senses—aside from sight-might reveal. If you want to play this up, you might qualify for an extra boon on the chronicle.
We are stepping on each other's posts! I think you are doing a great job of note-taking. The key is in the other senses: hear, taste, touch, smell...

GM Fuzzfoot |

@Everyone - Again, I apologize. I am just not driving this as consistently as I should be, but if you stick with me, we'll get through it! Normally I wait for 2 in concensus, but I am going to move us along. If anyone would like to do more in any of the explored rooms, just go ahead and post it as well.
Daeron leads the way back to the entrance, and down the other path.
Broken marble litters the southern corners of this room, where a pair of toppled statues brandishing curved stone swords must once have reached nearly to the ceiling. Many broken weapons lie scattered about the room.
The stairs here rise to a platform 10 feet high, and the
ceiling here is 20 feet tall.
You determine that the columns were once magical constructs and that the magic animating the columns is Jistkan in origin, based on the symbols carved into the destroyed constructs.
Daeron: 1d20 + 6 ⇒ (14) + 6 = 20
Deluge: 1d20 + 2 ⇒ (3) + 2 = 5
Graff: 1d20 - 1 ⇒ (18) - 1 = 17
Helios: 1d20 + 5 ⇒ (1) + 5 = 6
Foes: 1d20 + 5 ⇒ (8) + 5 = 13
You also see three undead warriors turn toward you, hatred in their glowing eye sockets.
Round 1: (Bold may act)
Daeron
Graff
Undead: Red, Blue, Green
Helios
Deluge

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Knowledge (Religion) 1d20 + 3 ⇒ (11) + 3 = 14
Cast Shield of faith.
"Finally something I can smash and not worry about it." Graff proclaims as he incants a spell meant to aid him in warding off the blows of his enemies.

GM Fuzzfoot |

@Graff - you can also ask one question off this list regarding the skeletal champions.
Daeron's arrow bounces off of the armor worn by the skeleton.
The skeleton warriors creep towards you, and two of them attack Daeron.
Green longsword: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Blue longsword, partial cover - corner: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Round 1: (Bold may act)
Helios
Deluge
Round 2: (Bold may act)
Daeron (7 dmg)
Graff
Undead: Red, Blue, Green

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"Nice choke point you got going there," Deluge says with sarcasm. "Let me make it a teensie bit more uninviting for the skeletons."
Deluge casts a DC 17 flaming sphere on green.
damage: 3d6 ⇒ (6, 4, 4) = 14

GM Fuzzfoot |

Reflex: 1d20 + 1 ⇒ (16) + 1 = 17 Oh, bad luck!
A very nimble skeleton dodges the ball of fire.

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Resistances please.
Standard Action Battle Rage.
Stepping back, Graff calls out to his companions.
"Let them through one by one where we can all bring our combined might on them!"

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Daeron draws his wand of cure light wounds and attack the skeleton with it!
Touch Attack on the defensive: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Damages (Will DC11 for half): 1d8 + 1 ⇒ (5) + 1 = 6
Is someone knows what weapon we need to destroy these undead?
He then takes a 5ft. step back.
AC22

GM Fuzzfoot |

channel resistance +4, DR 5/bludgeoning; Immune cold, undead traits
Helios, still with us?

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"Its resistance to weapons other then blunt is substantial but we can break through it! Cold doesn't affect it either!" Graff calls out as he hefts his axe.

GM Fuzzfoot |

Helios-bot steps over and sends a sling bullet at green.
Ranged Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Green steps in and attacks Daeron.
Longsword: 1d20 + 7 ⇒ (6) + 7 = 13
Round 2: (Bold may act)
Helios
Deluge
Round 3: (Bold may act)
Daeron (7 dmg)
Graff
Undead: Red, Blue, Green

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Again, Daeron tries to attack with his charge the skeleton.
Touch Attack on the defensive: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Damages (positive energy): 6 Will DC11 for half
Then he moves back carefully 5ft. step
AC22

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Deluge moves his sphere into the doorway on green, hoping the mindless bag of bones won't be able to avoid the fire this time.
3d6 ⇒ (3, 4, 5) = 12, DC 17 reflex to avoid
Then steps up to give it a thump for good measure.
to hit club: 1d20 + 3 ⇒ (19) + 3 = 22
dmage: 1d6 ⇒ 4

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Graff seeing that one of the undead has stepped into their midst, takes his chance!
Bone Shattering perhaps?
With Battle Rage +1
1d20 + 5 ⇒ (19) + 5 = 241d12 + 4 + 1 ⇒ (5) + 4 + 1 = 10
His Axe slams into the Walking Pile of bones with Brute force even as he smiles......an open smile full of excitement.

GM Fuzzfoot |

Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
Reflex Save: 1d20 + 1 ⇒ (4) + 1 = 5
Daeron and Deluge just destroy the first skeleton to walk in, so Graff holds his attack for the next to approach.
As red walks in to strike Deluge, Graff smacks it with his axe. The axe is not as effective as Graff hoped, but it still managed to crack a couple ribs.
Helios just humps around in the back.
Round 3: (Bold may act)
Helios
Deluge
Round 4: (Bold may act)
Daeron (7 dmg)
Graff
Undead: Red (5 dmg), Blue

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The sphere remains where it is, floating around the new skeleton.
Flaming Sphere damage: 3d6 ⇒ (1, 1, 6) = 8, DC 17 reflex ST for no damage.
"Nice," Deluge exclaims as the burning orb claims its first victim. Once again he swings his club but this time with a lot less art. All that jiggling and swinging is also allowing various gasses to escape his well fed frame.
To hit club: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 ⇒ 5

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Deluge has a 5' step left and will use it to let Helois into the prime positon after his strike.
"Here, allow me!" Deluge declares as he moves a little to his right to make room for Helios.
I must say that works better for me too!
I moved Helios up into Deluge's former position.