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Ulric will charge the skeleton with his great sword.
Attack: 1d20 + 9 ⇒ (20) + 9 = 292d6 + 4 ⇒ (2, 2) + 4 = 8
Holy cow, possible crit!
Confirm Crit: 1d20 + 9 ⇒ (20) + 9 = 292d6 + 4 ⇒ (1, 3) + 4 = 8
Wow lol. Only 16 damage though.

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Barboo waves her flag which was already out and begins singing her song of encouragement.
Oh my, look at that Skelton. It looks pretty scary. I am sure you can all take it down.

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Previously
Barboo understands the hand gestures...feel free to reveal the spoiler on the previous page.
------
Back in the fight
Nice rolling Benj...I did the same thing a couple hours earlier with Unnvar double 20s!
Reflex DC15: 1d20 + 1 ⇒ (10) + 1 = 11
Ulric charges in with a mighty blow, but the sharpened blade doesn't damage the skeleton as much as he would have liked. It's still a solid hit.
Cizish magic heats up the skeleton's longsword instantly to dangerous temperatures. The skeleton has no nerve endings, so he never realizes the blade is igniting him, with his bones already weakened by Ulric, within seconds the undead has become the partially cremated.
Just as the bones crumble, Barboo begins to sing, then realizes the danger has already passed. Olli looks on at her cohorts quick work.
Out of combat.
After the blade cools back down you find it's a masterwork longsword. The skeleton also wears a breastplate and has a heavy steel shield.
No know weaknesses or vulnerabilities
Special Attacks - poisonous bite drains wisdom
Resistances - Immune fire, poison; Resist acid 10, electricity 10, and spell resistance
What now?

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That was quick work! Great job. Guess you didn’t need my singing but I know you all love to hear my extraordinary voice.
Barboo gives a little giggle as she kids with the others.
Can any of you use the sword, breastplate or shield?
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

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Well now, wasn't that exciting! Mr Ulric, you are rather lethal with that sword of yours! I think I will endeavor to stay behind you during confrontations! Now, there seems to be some rubble around here and some stairs going up. There was also a very interesting box, or maybe a chest, back the other way. Which way shall we go?
Checking for tracks (besides the skeleton) and also looking/listening up the stairs for anything of interest. Cizish also will look around the room (including inspecting for any concealed or secret doors.
Survival: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
After hearing what Barboo shares about the Doru Divs: My, oh my. Those sound incredibly interesting and dangerous! I would not want to be bitten by them since Wisdom is what I rely on to call for Bruce! Also, they are immune to fire and can handle electricity? I guess I won't have Fire Bruce or Lightning Bruce join us this time. Maybe Water Bruce, Dog Bruce? No, I have it.... He trails off before finishing, I have no need for any of those items. Let's go find a Doru Div and see if we live!.
Ooo! I made a rhyme!
@Ben: Nice crit! I'm thinking of making a rule for non-PFS games that a nat-20 on a confirm roll means that you get to keep rolling to confirm and then draw as many critical cards as you confirm and then add up all the effects and damage. Savage!

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Olli begins to pull and draw his bow, then realizing that the battle is already over, he releases the tension he's been holding.
Wow, Ulric and Cizish, you guys were all over that creature. I'm afraid I must have been a bit surprised by that thing. I'll try not to let that happen again. Barboo, thanks for trying to keep all our nerves up. I think I'll need to be closer to you so I'm more encouraged.
Continue on up the stairs? I don't need any of the equipment. Anyone able to detect magic?
if we continue up the stairs I'll sneak ahead.
stealth: 1d20 + 10 ⇒ (1) + 10 = 11
perception: 1d20 + 12 ⇒ (2) + 12 = 14

Benjen Harris |

Well why not continue on up the stairs. Ulric says as he cautiously goes up the stairs searching fro traps as he goes.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

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You look around and don't find anything magical. But there is something about the place.
You notice 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.
The stairs here rise to a platform 10 feet high, you move across a raised platform. Olli sneaks ahead. The platform opens into another room and a stair similar to the last rooms descend down into another room. Statues of men with hyena heads block the passage leading north.

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Well, my my! Look at these crazy dog-headed people. I wonder what they might be? My dear, Barboo, could you enlighten us on these statues and what they might mean?
@Barboo - Roll a Knowledge (arcana or history) check. If you get 12 or more on either, we can all look at the spoiler that David posted. Thanks! :)

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Destroyed constructs? This doesn’t seem to have anything to do with the doru div creature we think we’re hunting. Anyone see anything else?
1d20 + 12 ⇒ (12) + 12 = 24
Will check out the new room and statues. I’m not seeing it on the map

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Barboo studies the carvings and uses her linguistic skills to decipher what is written. She then checks the new room.
Linguistics: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

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The astute little gnome notices that the symbols contain intentional flaws that would have weakened the constructs or caused them to lose control.
Barboo: 1d20 + 3 ⇒ (4) + 3 = 7
Cizish: 1d20 + 3 ⇒ (5) + 3 = 8
Olli: 1d20 + 5 ⇒ (11) + 5 = 16
Ulric: 1d20 + 9 ⇒ (20) + 9 = 29
Statue: 1d20 - 1 ⇒ (17) - 1 = 16
As you begin to explore the new room, Barboo and Olli notice the statue in front of the northern doorway is moving subtly. Ulric and Olli are quickest to react.
Round 1
Map
Ulric
Olli
Statue
Cizish
Barboo
Ulric and Olli are up.

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Ulric charges down the stairs and nails the statue, it's a solid blow but the statue is tough and not all the damage goes through.
Olli is up

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After letting out a high pitched yelp, Cizish cries out: Moving statues! Does anyone know anything about them?!?
Speaking out of turn, I know, but Cizish will delay until someone makes a Knowledge check.

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Barboo sees the moving statue and tries to recall anything she might know.
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Engineering): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (Geography): 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (History): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (Local): 1d20 + 8 ⇒ (15) + 8 = 23 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (Nobility): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (Planes): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (Religion): 1d20 + 8 ⇒ (1) + 8 = 9
Not sure if I was supposed to do this but saw the request for Knowledge checks

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Sorry guys
Bow attack: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 3 ⇒ (4) + 3 = 7
I’ll shoot my readied bow and then set it down and draw my two short swords to engage next time.

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mwk longsword: 1d20 + 8 ⇒ (17) + 8 = 25
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
Olli's arrow hits the statue chipping away a small portion, still not fully effective against the hard stone. The statue swings its sword at Ulric. The attack cuts into the slayer.
Barboo recognizes this as a Caryatid Column a constructed guardian. You have 2 pieces of info
Round 1
Map
Statue 7 dmg
Cizish
Barboo
Round 2
Ulric 7 dmg
Olli
Everyone is up

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Barboo waves her flag and begins her song of encouragement. She hopes this will allow the others to crush the column and take it out!!
I know you can all do it. We must make it through here. We know we will need all of us to take down the Doru Div.

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@Ulric--thanks for pointing that out! I do struggle with that!
Olli will move forward to engage the construct.
attack MW cold iron short sword: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 3 ⇒ (1) + 3 = 4
attack silver short sword: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 2 ⇒ (1) + 2 = 3

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@Barboo - recommend asking for resistances/immunities (and DR if not included in that) and weaknesses/vulnerabilities for your knowledge check
Cizish begins casting a spell (Summon Nature's Ally)

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Barboo wants to know what the column is resistant to and what are its weaknesses to help the others.
Let’s see if I know what will take out this Caryatid Column.

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mwk longsword: 1d20 + 7 ⇒ (16) + 7 = 23
dmg: 1d6 + 4 ⇒ (3) + 4 = 7
Cizish begins to cast his spell. While Barboo waives her flag and begins her song. She knows that Caryatid Column's have construct traits and are normally immune to magic, reduce all damage (by 5), and have no real weaknesses. Barboo also notes this one seems damaged and that was even before Ulric and Olli took there wacks at it.
Speaking of which Ulric gets another solid hit on the guardian. Olli also hits twice, but each time his blades bounce off the tough statue.
The column slams back against Ulric, landing another hard hit on the slayer.
Round 2
Map
Statue 16 dmg
Cizish
Barboo
Round 3
Ulric 14 dmg
Olli
Everybody is up

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Could use a little healing. Ulric says spitting out blood.
Ulric also gave Barboo his wand of cure light wounds just forgot to type it.
Attack: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 112d6 + 4 + 1 + 1 ⇒ (4, 5) + 4 + 1 + 1 = 15

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Barboo continues to sing and have the flag showing.
I wonder what caused the damage on the column. Come on guys you can take this Caryatid Column down. Of course, not sure what’s on the other side!
Barboo sings and giggles but she is really nervous inside.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

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Cizish completes his casting and calls out Yoo hoo! Lightning Bruce! Come out, come out wherever you are!!
With a flash of lightning and the acrid smell of ozone, a small lightning elemental appears behind the column and slams down immediately.
Lightning Bruce slam: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 5 ⇒ (4) + 5 = 9plus Electricity: 1d3 ⇒ 1
I believe all the electricity damage goes through?
Hurray! <sarcasm> All one electricity damage goes through...
After casting, Cizish rushes up behind Ulric and murmurs, It's going to be OK, Mr Ulric. Don't you worry a bit about your health, I'm here and Bruce and I are going to help you out. He says while awkwardly stroking the back of Ulric's head. He then casts Cure Light Wounds in Ulric.
Cure Light Wounds: 1d8 + 4 ⇒ (7) + 4 = 11 - To Ulric

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With a growl Ollie rushes back into the fray, clearly frustrated that his weapons have been ineffective!
I'll diagonal 5' step into flank with Bruce.
attack short sword: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 251d6 + 3 ⇒ (5) + 3 = 8
attack second sword: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 151d6 + 2 ⇒ (1) + 2 = 3

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Cizish makes Bruce appear and slams into the column dealing more damage. Cizish then moves up and heals Ulric. Barboo continues to sing while readying her crossbow and trying to get a look at the room beyond, but can only see so far, because of the darkness. Ulric misses his swing; but Olli finally breaks through the tough statue destroying the construct for good.
Status - Ulric 3 dmg
You search around the statues and don't find anything significant. Moving forward you go into the next room. The walls, ceiling, and floor of this room are covered in elaborate patterns of countless tiny tiles. The tiles also form three images on the west wall: one depicts a woman in a cloak hovering above a pile of skulls; another depicts the same woman kneeling before a massive fiend; the third shows her in the company of a godlike figure standing before a massive pyramid.

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Wow! That was a tough battle. Here Ulric, let me heal those wounds. You were a wonderful true slayer. Barboo does a little skip as she steps forward and uses the wand to cure his wounds.
Lets see if there is anything in this room that we need to know about.
Knowledge (Arcana): 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge (Engineering): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (Geography): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (History): 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (Local): 1d20 + 8 ⇒ (8) + 8 = 16 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Nobility): 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (Planes): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (Religion): 1d20 + 8 ⇒ (20) + 8 = 28

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Barboo recognizes the fiend depicted as Ahriman, Lord of All Divs.
You also find the room is covered in damaged objects including a gold-plated idols of a pharaoh that is heavily dented; a lacquered box of stale incense, covered in tooth marks but unopened); a ceremonial platinum dagger that is snapped in half; dozens of pieces of pottery all smashed to bits; multiple scrolls that look as if they were chewed up and stuck to the ceiling—now all illegible; and numerous smaller objects of gold and silver, all dented, battered, and broken a dozen times over.
Barboo thinks these items date to the reign of the Pharaoh of Forgotten Plagues.
Another passage leads to the west.

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Cizish practically quakes with excitement while looking at the frescos in the room. He spins and twirls as he moves from one wall to another. The only time he stops is to stare open-mouthed as Barboo recounts the stories of Ahriman and the ancient days of the Pharaoh of Forgotten Plagues.
Oh me, oh my! Ms Barboo, you are a warehouse of information! How fascinating, I wish I could retain knowledge and have the experiences that you've had to know all these marvelous facts! Alas, for me, it's in one ear and out the other. But this way I get to learn something new that much more often! I wonder what the Lord of All Divs is like, he certainly looks menacing! Are these items as old as when the Pharaoh of Forgotten Plagues ruled Osirion? I can scarcely believe we can experience this!
Cizish finishes speaking while hopping up and down on his toes. He then casts detect magic to look for anything of further interest.
Should we gather these items up to share with the dig master? I believe if we do, it should be with great care. Terribly great care! I think one whiff of air and these might turn to dust! I am curious, but also frightened to learn what sort of creature was eating these items and smashing them to bits!
Checks to try and ID the cause/sourse of the bite marks:
Heal: 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge (nature): 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Survival: 1d20 + 11 ⇒ (15) + 11 = 26

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Oh look at those good rolls. Gotta give you some info.
Cizish pieces together from looking at the condition of the items and remembering the things the dig team said and Barboo shared that perhaps a trapped Doru Div might have caused this destruction. The team carefully gathers what is salvageable.
Moving on into the next attached chamber you find, a well-preserved wooden chest sits atop a platform against the south wall of this room. A series of arcane glyphs burnt into the top of the chest forms a spiral. Iron bindings reinforce the chest, and it has no apparent lock or key. A series of heavy latches keep the lid tightly shut.

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Olli will sheath his swords and again ready his bow while the team examines the relics, continuing to scan the rooms with a keen eye.
perception: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19

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@Chaosorbit - Thanks for the bonus info! :)
Cizish practically buzzes with excitement at the sight of the chest. He rushes up to it, just coming up short and sliding on his knees to stop in front of the chest. He holds his hands up, not daring to touch it, but barely able to stop himself from doing just that.
By the great gusts of Zephyr! Look at this magnificent chest! What could be in it? Platinum, gold, arcane treasures? Maybe it's ancient artifacts that will reveal the very nature of mankind! Or maybe it's just someone's dirty clothes hamper? WAIT! Maybe this is the div's home!!?! Don't they live in bottles or something? This is kind of like a bottle, but it's more of a chest than a bottle. Maybe Doro Divs are more powerful and get bigger residences? Like a bigger house for the nobles? How can we know?!? The possibilities are endless! Should we open it?? Once we do, the mystery will be ended and we'll just have a mundane chest with some mundane (but hopefully interesting) treasure. If we leave it closed, it contains anything we want and more! How thrilling, I can hardly breath, but I must breath or I'll pass out and then I can't see what's inside the chest..
Cizish then begins to hyperventilate before forcing himself to take deep measured breaths. He scans the chest carefully, letting his eyes pass over every inch of the chest, lingering longer on the glyphs and bindings. He will also cast detect magic to try and spellcraft anything and then cast read magic to discern the glyphs if needed.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Survival: 1d20 + 11 ⇒ (12) + 11 = 23
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Looking for traps primarily, but also for the purpose of the chest and if it's been opened recently, tracks around it, etc.

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Barboo too is excited but wary as she dances toward the Che’s humming a little tune.
Hmmm, what could be inside. Look carefully Cizish! We don’t want to be too hasty.
Barboo tries to understand the glyphs and listens to hear anything coming from inside the chest.
Knowledge (Arcana): 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (Engineering): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (Geography): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (History): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Local): 1d20 + 8 ⇒ (1) + 8 = 9 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (Nobility): 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge (Planes): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (Religion): 1d20 + 8 ⇒ (17) + 8 = 25
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

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Neither Cizish nor Barboo detect any traps. The chest gives off a faint enhancement auru. And the runes seem to refer to memories but they are difficult to fully understand. Furthermore, it seems as if you could just open the latches and open the chest with little effort.

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Cizish's fingers twitch and wiggle inches above the latches as he looks from one to another of his three companions. Seeing Barboo show the most interest, he says to her in conspiratorial tones:
What say you Ms Barboo? Shall we release the unknown? This could be our doom or it could be the beginning of the best parts of our lives. The anticipation is nearly to much for me and I don't know how much longer I can contain it!
Unless anyone disagrees, Cizish will open the chest.

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Okay, let’s see what we have!
Barboo takes several steps back waves the flag and begins to sing her song just in case.
Hope this is a good move. Get ready all!

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Cizish's face looks downcast after discovering the seemingly mundane horns. Nothing exiting, my dear friends. Just some horns, 3 of them. Can anyone recognize what they are? Otherwise, we should take them up the the dig-master
.
Cizish will detect magic again in an attempt to spellcraft and will also try to recall anything.
Knowledge (nature): 1d20 + 10 ⇒ (14) + 10 = 24
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
Uh oh. I think I'm wasting all my good rolls!!

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Well look here! I wasn’t t expecting these. Let me take a closer look and see if they look familiar.
Barboo looks to see if she knows where they came from and if they can be of value to the group in any way.
Knowledge (Arcana): 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (Engineering): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (Geography): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (History): 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge (Local): 1d20 + 8 ⇒ (11) + 8 = 19 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (Nobility): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (Planes): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (Religion): 1d20 + 8 ⇒ (5) + 8 = 13
Perception: 1d20 + 6 ⇒ (10) + 6 = 16