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You've arrived in Merab, the largest of Thuvia’s city-states and the region from which the Pharaoh of Forgotten Plagues waged war against the Jistka Imperium in ancient times. It takes nearly five full minutes, even with a guide, to traverse the maze of hedges and sandstone walls leading to the center of the Twisting Garden Lodge in Merab. The path eventually opens onto a spacious courtyard with a large pavilion at the center. A voice calls out,
“Please, join me, before the food grows stale!”
The guide gestures to the pavilion, where cushioned benches line the edges of the shaded area and surround a large table covered in delicacies. There Diya Akan awaits, wearing a loosely wrapped red and white headscarf affixed at her shoulder with a scarab pin. You had heard before you arrived that the Venture Captain was a blind half-elf, and as you arrive you quickly see that she is fairly nonchalant about her blindness.
Agents for a new mission I presume! Please introduce yourselves so I can learn about my team.
Please introduce yourselves

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A well built ginger man with a large great sword on his back scratches his short unkempt beard. He takes out an old rusty and dust covered way finder and makes an attempt to clean a little, but to no avail. Hmph Pathfinders the man has a rough accent similar to a dwarf Didn't tink I would be working with any of yous anytime soon. I'm Ulric, Ulric Maclagen.
Note all misspellings in Ulric's dialogue is just how he talks and pronounces words, like "tink" for "think"

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A very tall and thin sylph breezes into the Twisting Garden Lodge, flitting from place to place and inspecting minute details, but never really paying attention to anything. The darker blue markings of his skin blow across his pale blue skin as he moves. Even when he stops, his long pale hair continues to shift and move gently in a breeze that you cannot feel.
Ahh! Venture Captain Akan, it is my pleasure to meet you. I am Cizish Windwalker and I greet you with great respect. He gives a quick, shallow bow. After his initial introductions, Cizish's mind seems to spin at a faster and faster speed as evidenced by his rapidly increasing pace of speech and somewhat rambling nature.
I do look forward to another adventure and hope to hear soon what we might be doing on this mission, are you Ulric the slayer? I think I've heard of you, or maybe worked with you, have I? I can't really be sure if I did or not since humans often look the same don't you think or maybe you wouldn't since you are one it is strange though. Oh look! It's Barboo, the bard, she sings so well and that should be enjoyable especially since the venture captain is blind, but maybe I'm not supposed to say that, some people can be very sensitive about that sort of thing and I can never be sure, oh look!... With that, Cizish randomly walks off staring at something in the sky that you either can't see or don't recognize as important.

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A small 3 foot 3 inch bard with flowing red hair with streaks of green skips into the room humming a merry tune. Her porcelain skin makes her green eyes with orange streaks glow.
Well, hello Diya Akan. It is a pleasure to meet you. I am Barboo and am excited to be joining you in this adventure.
Barboo waves to Cizish.
Cizish it has been a while since we have been together. This should be a great time. Why I remember the last adventure and we had some exciting times.
Barboo takes a look at Ulric.
Ulric it is nice to meet you. I have heard great things about your ability to hunt down missing or wanted things. It will be good working with you.
Barboo addresses Diya Akan again.
I think your headscarf is wonderful and that scarab pin is extraordinary.

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A tall and thin pointy eared elf joins the group from around the corner. You note a long bow over his shoulder and two short swords on his waist. A long leather brown and black cloak is wrapped over him, showing much use and not a little mud. Clearly, he looks comfortable in the great outdoors, as most of his kind do.
My name is Ollinesmus but my friends call me Olli. A pleasure to meet you all and you Mistress Akan. I’m here as ordered, how may I serve you?
He notes the flighty movements of the sylph with particular interest and amusement and smiles at the friendly gnome.

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After the introductions Akan speaks.
“I am Venture-Captain Diya Akan. Please, eat. Then we shall talk.”
Her eyes, though clouded with blindness, betray her elven heritage. A dog with sand-colored fur snoozes at the venture-captain’s feet, his ears giving the occasional twitch when someone speaks.
You enjoy the meal then Diya continues. “If you have spent any time in Merab these past few weeks, you have no doubt witnessed the ongoing construction as this city expands to meet its fast-growing demand for housing. You may have also heard that an archaeological dig team accidentally loosed an angry spirit on the city when they broke into an ancient section of the undercity. Rumors are swirling, and the creature is causing serious harm. Usually this would be left to the city watch, not the Pathfinder Society, but—well, I will let the Sapphire Sage explain.”
She hands a letter to Barboo. “Read it aloud, would you?”

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Barboo scans the letter and seeing the seriousness decides to be her joovial self. She hops up on the table and playing her Hurdy Gordy, sings the contents of the letter in a soprano voice.

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What was observed coming from the ruin? Do we have any knowledge of what the creature was? The people that were attacked, can we interview them? Do we know any ancient history of the area of town they delved into, like old temple area or cemetery, etc.

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Cizish is enthralled by Barboo’s singing. When delivered in such a beautiful manner, news of release of a evil spirit almost sounds like good news! I actually can’t wait to meet this being, perhaps we can speak with it and learn of how long it’s been trapped. Eons, decades, even centuries!?!?
While speaking, Cizish is pacing about the area, even climbing up the stairs to the top of one of the sandstone walls before leaping off and drifting slowly to the ground. This should be most enlightening and entertaining! I will have to ask Bruce to join us soon!
For anything pertinent that’s recalled:
Knowledge (geography): 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge (nature): 1d20 + 10 ⇒ (11) + 10 = 21

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Let me do some Knowledge checks.
Knowledge (Arcana): 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (Engineering): 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Geography): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (History): 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (Local): 1d20 + 8 ⇒ (11) + 8 = 19 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (3) + 8 = 11
Knowledge (Nobility): 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Planes): 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge (Religion): 1d20 + 8 ⇒ (18) + 8 = 26

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Evil beings and magical jewels, not quite what i'm used to dealing with. Ulric ponders for a moment scratching his beard what could this creature be? He was much more used to hunting humans and other standard humanoids but to fight evil beyond this world creatures was entirely different for Ulric. Though the thought of a new challenge brought a smile to his face Where was the monster last spotted and how do we kill it?

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After the questions Akan continues,
“Reports are sketchy at best. Merab’s officials have requested that your first order of business be to inspect and clear the ruin. You may learn something of the creature’s purpose in the process. I suggest you interview the dig team and speak with the scholar Obahar, who is probably already nosing about the site. You can trust his assistance. After investigating the ruin, follow up on these leads, and any others you discover. We must discover what this creature wants, as Amenopheus asked. I'm not sure what might have been there as part of the undercity.”
She hands you another note.
Barboo recalls regarding the culture and people of Merab. The people of Thuvia are often quite religious and observe a number of superstitions. Citizens may be reluctant to speak of evil creatures. Also, the most common type of fiend encountered in Thuvia is the div, a creature spawned from a corrupted genie that seeks the corruption of all things. Barboo wonders if the creature could be one.
Barboo also recalls that during Merab’s millennia of continuous occupation, its citizens have as often demolished or build atop of older structures. As a result, it’s not unusual for dig crews to stumble upon long-concealed layers generally referred to as the undercity.
That's all you get for knowledge checks.

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Anyone speak ancient osiriani? We can detour or head straight to the dig site. I’ll pick up a couple of potions along the way.
2 Oil of bless weapon, potion of protection from evil and potion of cure moderate wounds.

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Sadly I do not Mr Olli, although it sounds like a fascinating language. Perhaps our friend, Barboo can learn it via her magical abilities. Bards are such amazing little creatures. I think going to the alchemist sounds delightfully dangerous. Of course, a div would be challenging. I wonder how he, or is it a she, or maybe an it, will try to kill us? I'm sure it will be creatively awful.
Cizish will purchase a scroll of Endure Elements, Communal, a scroll of Expeditious Expedition, and a scroll with 3 castings of Lesser Restoration

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Well, I cannot speak the language but I will be able to understand what is being said. I hope that will help us when we get there. I hope to also charm that alchemist to get him to tell us what we need to know. Once we get to where we need to be, I would be glad to carry your wands of cure light wounds if you would like.
Barboo winks at the three to show them she will be there for them but not in a position of fighting. She will be there to encourage and gather information.
Barboo purchased 2 Scrolls of Comprehend Languages and 3 Scrolls of Charm Person.

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The Venture Captain provides you details on how to find the ruin and you set out and do your shopping. You are able to find what you are looking for and head over to the site.
Nearly a dozen workers mill about the area as a wide array of excavation tools gather dust in the corners. A bearded man busily examines charts and objects laid out on a wooden table shaded by temporary awnings. A muscular young man in his late teens walks up and says,
“I am Anaref. If you’ve come to cleanse the ruins of evil, I’ll tell you all you need to know!”

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Olli stands to the back of the group and observes the bearded man, workers and the new man identified as Anaref. Looking for any signs of recent damage, blood/repairs and anyone looking shifty.
perception: 1d20 + 10 ⇒ (19) + 10 = 29

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Barboo scans the area and moves close to Anaref.
Well, this looks like a busy spot. What is going on here and I am ready for you to tell us everything we need to know.
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge(engineering): 1d20 + 8 ⇒ (3) + 8 = 11
Knowledge(history): 1d20 + 8 ⇒ (7) + 8 = 15

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Cizish runs around the area with excitement. Ooo, this is fascinating! Look at these interesting tools. Why are they gathering dust, aren’t you supposed to be using them to dig or excavate or whatever excavators do. He rushes to the table with the maps and such. Speaking to the bearded man: What are these things, sir? Charts and interesting curios? May I touch them, can I read these?
Unless stopped, Cizish will enthusiastically grab up anything that he can to see in order to inspect them.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12
Perception to look at the items on the table. Sense Motive to determine if the workers or bearded man seem to be hiding something. The dusty tools make me suspicious.

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Olli looks on he doesn't observe any major injuries or shifty behavior. Barboo asks Anaref to tell his story. This strong young Garundi man eagerly describes what he saw.
“I saw the creature with my own eyes! A floating head, with a tongue as long as my arm and eyes like ice. It tried to lick me! I asked my gran, and she says it was a vargywheel.”
-----
Meanwhile Cizish approaches the bearded man. His ill-fitting clothes are an odd mix of styles and colors and are in various states of disrepair; the only aspect of his appearance he seems to care about is his neatly trimmed beard. He startles at the sudden interruption.
“You must be the Pathfinders. I am Obahar, local expert on archaeology and ancient history. I’m glad you’re here! With our combined expertise, we’ll have this all figured out soon enough! While I am eager to learn more about the ruins, I am afraid my adventuring days are long behind me. Please go inside and take careful note of what you discover. This is possibly the most important find in Merab’s history—aside from the sun orchid elixir, of course! Where was I? Ah yes. The ruins spat out one fiend already, so there’s no telling what awaits you. Whatever you find, return it as-is. When you report back, we can find out where this monster is from and what it might be up to.”
The papers appears to be some old blueprints and objects appear to be minor artifacts from this or some other excavation. Bits of broken pottery and old coins. Cizish doesn't think anyone is hiding anything.

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Floating head? How disturbing is that. he ponders the name of the creature for a moment, a "Vargywheel" Strange name too, wit a name like dat I would guess he would be more at home on the buttom of a wagon than being floating head.

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Olli approaches the young garundi hearing him talk of the fiend.
Gran's are always full of knowledge and wisdom and I'm sure your gran more than most. What did she say a vargywheel is? I've not heard of it. How big was it and how did you get away from it?

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Well that is very interesting. I have never heard of a Vargywheel. What is its weakness? Where is it usually located?
Barboo bats her eyes at the young gerund hoping that he will give her more information that the group can use.
Knowledge (Arcana): 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (Engineering): 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (Geography): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (History): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (Local): 1d20 + 8 ⇒ (7) + 8 = 15 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Nobility): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (Planes): 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (Religion): 1d20 + 8 ⇒ (12) + 8 = 20
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23

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Greetings Mr Obahar. I am Cizish Windwalker and indeed we are from the Pathfinder Society. We are here to explore, report, and cooperate...and solve any pesky problems that you might have. Perhaps there is some treasure in there or clues to what this mysterious demon or this creepy floating head are. It sounds like you are ready for us to head down in there, so we shall!! Any other tidbits of information for us before we go? Nice outfit by the way, it's wonderfully random. I think I will try to get something like that for myself. Or maybe for Bruce. I hope he shows up soon, I do miss having him around.

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Well it was definitely a head and Gran said vargywheel is a head not attached to no body that gives you a kiss and then sucks your guts out! Then you turn into a vargywheel too! I was glad it didn't suck my lips or my guts for that matter. It was about.. The man hold his hands apart about a foot. Well it was about head sized of course!
Barboo is fairly certain that the man is talking about a Vargouille. A creature that looks like a blackened, bat-winged fiend’s head with tentacles that dangle from chin and scalp, and a fanged mouth that hangs agape. They do indeed deliver a poison kiss that if it kills turns the victim into a Vargouille.
She also recalls that a Doru Div is a disembodied and bestial head covered in lashing hair and curling horns flies through the air.
Both of these things are outsiders and could be found in old ruins. Although divs are more common in this part of Golarion.
------------------
Well thanks Obahar says looking down slightly surprised by his own clothing. Yes indeed explore away, cooperate a lot, and then come back and report! The only thing I might add is that when I examine a place like this I always try to use all five of my senses, somethings are best experienced beyond what we see. But maybe not taste, that one can get you into a lot of trouble. But the other four for sure.

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Time to go into the creepy excavated ruins! Cizish calls out over his shoulder as he skips towards the opening. Last one in is a rotten vargywheel head!
I wonder what it feels like to have your guts sucked out? I don’t think I want to find out, but on the other hand...

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Boy, that Vargouille is something to avoid. We do not want to be poisoned by it or we too will be one But, it seems that the Doru Div is a more likely foe .
Barboo sees Cizish moving away and wonders who Bruce will be this time. She was on another adventure and Bruce was a powerful defender.
Ok, wait for me. My tiny legs cannot keep up with you. I am excited for this adventure and looking forward to watching you all work your magic. I for one will stay out of most battles and will be there to support and empower my knowledge. If any of you want me to carry your wands of cure, let me know and I will be glad to. We need to remember to use all of our senses when we get to the location.
Barboo hums a little tune to calm the group and her! before heading out.

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As you head for the entrance you are approached by a burly woman, who might be stronger than most men.
Hey your the Pathfinder's right? I'm Kehl, leader of the dig team. I'm always first in on a new dig. I'm eager to get the team back to work—they don’t earn silver sitting around. But I also don't want anyone to get hurt. So get in and do what you do, but make it snappy okay! She says it in a friendly, but business like manner.
Kehl wears a bracelet with a protective talisman bearing the symbol of Pharasma.

Benjen Harris |

Snappy is my middle name Kehl, will be in there and out of there very fast. Ulric says with a nod of respect to the fellow muscle bound warrior.

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Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Cizish can’t help but comment as he notices Kehl’s bracelet. The Lady of Graves!? How appropriate for a digger of tombs! We shall be as swift as the clouds before a storm front. Mr Ollie and Mr Ulric here seem quite capable of dispatching any nasties that we may encounter. And Ms Barboo keeps us all in a merry state with her singing, even in the darkest of times. I am merely here for the adventure, but I have a friend, Bruce, who always seems to show up just in the nick of time to help me out.
Cizish is ready to move in with the party. He casts light on anyone without darkvision if needed. (eg Ulric’s shield or weapon). He readies his shield and pulls his wand of Daylight out.

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Barboo and Cizish, do you feel we'll need anything special to be able to harm the Vargouille or Div? My weapon is cold iron and my other is silvered. I fear I haven't been able to afford a magical weapon yet though I look forward to the day I can. I envision two fine blades on my shoulders that almost leap into my hands when I stretch them over my shoulders ready to cleave evil where I can find it. Alas, for now, that is just a dream....
Mistress Kehl, what can you tell us about what we'll face? Do you have a map of what you've explored so far? I have some knowledge of deep places and would love to talk further with you about what you've seen around here.
knowledge dungeoneering: 1d20 + 5 ⇒ (10) + 5 = 15
diplomacy: 1d20 + 0 ⇒ (20) + 0 = 20
I also pass my wand of healing to Barboo--thanks a bunch!

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As Olli talks about cleaving evil, Kehl makes some strange hand gestures.
(local) check:
The hand gesture is a Pharasman warding gesture. Local superstition dictates that speaking of a near-death experience is a good way to tempt fate to repeat it, so the gesture is made not to tempt the Lady of Graves again.
You can tell Kehl is reluctant to talk about the dig site at all, but Olli's sincerity shines through and gets her talking.
Didn't get to far before the thing tried to kill me. So I can't really help with that. To be honest I'm reluctant to go back in at all. I mean it was a floating head! Like the others say— thin and ugly. Seemed to be in quite a bit of pain. Reminded me of a rabid animal. I heard it in my mind. It said it was looking for the dungeons, and that ‘she who wears the spiral of death’ would be there. I have no idea what it meant. I’ll admit, I don’t scare easy, but it scared the skin off me. Please kill it.
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After hearing Kehl's tale you head into the ruin.
The air cools as the tunnel leads deeper beneath Merab. Wooden supports shore up the walls in more precarious spots, and abandoned side tunnels show where the crew explored layers of older construction beneath the dig site. Eventually, the tunnel intersects a wall of much older construction than the surrounding area. Sledgehammers and other tools lie outside a hole in the wall large enough for a person to step through that opens onto a large room. Inside the ruins are carved from stone with ceilings 15 feet high, and only the light from Cizish light spell breaks the darkness. The southern part of the room is largely collapsed. A sprawling message in red symbols covers the floor.
You enter room and the magic symbols on the floor writhe into a spiral, and a telepathic message broadcast by an irritated, deep feminine voice enters all your minds!
“Pathetic slave! Your base obsession with secrets served its purpose for a time, but you have grown tiresome. And now you dare to turn this obsession against me?! Foolish! You could have served a higher purpose, empowering me for all eternity. Now, for your defiance, you will grow to hate your immortality. You will wallow in ignorance forever, and even I, your master, will forget you.”

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Barboo decides to pull out her flag for protection. She is uncomfortable with the surroundings. She sniffs the air and listens carefully to see if she can detect anything. Bending over, she touches the floor.
Let me see if I know anything about the message and symbols that are in here.
Knowledge (Arcana): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (Engineering): 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (Geography): 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (History): 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (Local): 1d20 + 8 ⇒ (14) + 8 = 22 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge (Nobility): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Planes): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (Religion): 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

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Barboo knows the arcane ruins are some kind of a message spell set to trigger whenever anyone enters the room. She also knows that the message may refer to any of several creatures obsessed with secrets, such as the powerful nalfeshnee demons and the ambitious doru divs. Given the construction team’s observations, it’s far more likely that the telepathic voice refers to a doru. All signs seem to be point to that rather than a vargouille or was it a vargywheel. Other than that the room seems quite empty. Passage ways lead to the north and west.

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Are we now slaves? I didn't realize that we had become servants of a disembodied voice, are you all OK with this, I find it disturbing and would rather keep my freedom. Do we need to fight now?. Cizish blurts out in a single breath.
Anything from either of the other hallways? I have darkvision as well.
Does Barboo's knowledge checks give us any more information about a doru? Casting Read Magic as well to see if there is more to the arcane runes.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28

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Yeah Barboo knows three pieces of information about Doru divs. Go ahead and give her some suggestions on what to find out.
Cizish casts read magic and finds the runes are some kind of message spell. To the north, Cizish notices a box or chest on the floor. To the west, some kind of rubble or debris covers the ground, something may have moved deeper into the chamber.

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Let's continue on west if just picking randomly. I'll have my bow readied for distance attacks and I'd like to look at the floor as we move looking for the tracks or signs of whoever may have moved deeper into the chambers.
perception: 1d20 + 10 ⇒ (19) + 10 = 29

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@Cizish - I think Weaknesses and vulnerabilities are basically the same thing. Pick another.
No know weaknesses or vulnerabilities
Special Attacks - poisonous bite drains wisdom
Barboo: 1d20 + 3 ⇒ (15) + 3 = 18
Cizish: 1d20 + 3 ⇒ (18) + 3 = 21
Olli: 1d20 + 5 ⇒ (2) + 5 = 7
Ulric: 1d20 + 9 ⇒ (16) + 9 = 25
Skeleton: 1d20 + 5 ⇒ (8) + 5 = 13
Ulric leads on to the west. 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. A skeletal figure looms in the darkness. Only Olli seems surprised about the sudden appearance of the undead.
Round 1
Map
Ulric
Cizish
Barboo
Skeleton
Olli
Ulric, Cizish, and Barboo are up

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Barboo asks for three pieces of information to help know more about the div. Maybe weaknesses, vulnerability and special attacks.
Those hand motions that Kehl did were interesting. Maybe I know what she meant.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

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@Chaosorbit: Oops! I meant resistances and vulnerabilities. Thanks.
Cizish squeaks as he sees the skeleton loom up, but rushes into the room anyway. Eeep! A creepy skeleton! Mr Ulric, please go and make it stop before it comes after us. It is terribly scary, but terribly fascinating that bones can stay together and move on their own!!
Storm Burst vs touch (and FF): 1d20 + 6 ⇒ (7) + 6 = 13