Befouled Barrows

*The bones of chiefs, sages, and other esteemed residents of the old Sarkoris had lain in these gloomy barrows for centuries. Yet in their hatred of mortals, demons wouldn't let the dead rest in peace. Having desecrated their graves, they defaced the ancient bones and scattered them all over the place, soaking them in the blood of their own descendants.*

## [Show Blueprints]

Location\_QuicksandGMBE (689713318b21874478c27ce6d0eef768)

**Befouled Barrows** is an illustrated book event location in *Pathfinder: Wrath of the Righteous*.

## Choices

### First Part

* Options:
	1. [Choose Character] Perception DC 26 check (+45xp)
	2. [Choose Character] Knowledge (World) DC 26 check (+45xp)
	3. [Choose Character] Mobility DC 32 check (+180xp) if passed [Perception] or [Knowledge (World)] check.
	4. *...keep moving at the same pace.*
* #1 and #2 can be selected freely.
* #3 and #4 will lead to next part.
	+ Failing the [Mobility] check or selecting #4 will advance party fatigue by 2 hours.

### Second Part

* Options:
	1. [Choose Character] Perception DC 26 check (+45xp)
	2. [Choose Character] Knowledge (World) DC 26 check (+45xp)
	3. [Choose Character] Knowledge (Arcana) DC 26 check (+45xp)
	4. *...painstakingly examining and feeling every section of the wall, despite the storm.* if failed all three checks
* Failing a check allows you to try other options.
* Passing any check or selecting #4 will lead to next part. #4 will cause you to skip 2 hours.

### Third Part

* Options:
	1. [Choose Character] Lore (Nature) DC 26 check (+45xp)
	2. *...go toward the voice.*
	3. *...wait out the rain in the entrance and then leave.* / *...come back when the party is prepared to face the unknown.*
* #1 just grants extra experience, #2 leads to next part.
* With #3 you will exit the location, but will be able to return back to this stage.

### Fourth Part

* Options:
	1. Mobility DC 28 check (+60xp)
	2. Athletics DC 28 check (+60xp)
	3. Perception DC 28 check (+60xp)
	4. *The party stops struggling.* if attempted all three checks.
	5. *Closing {his/her} eyes tight, the Commander takes a deep breath and dives.* if passed [Perception] check.
* Passing [Mobility] or [Athletics] check, or attempting [Perception] check allows you to pick other options.
* Failing [Mobility] or [Athletics] check, or selecting #4 leads to next part with dealing 6d6+4 Bludgeoning damage to the party.
* #5 leads to next part without harm.

### Fifth Part

* Options:
	1. Knowledge (Arcana) DC 24 check (+37xp)
	2. Mobility DC 24 check (+37xp)
	3. Athletics DC 24 check (+37xp)
* All options lead to next part, failed check will deal 4d4+4 Piercing damage to the Player Character

### Sixth Part

* Options:
	1. *...a hammer in the hands of a dead paladin.*
	2. *...a staff over the shoulder of a dead monk.*
	3. *...a tower shield on the back of a dead warrior.*
* #2 and #3 deal 4d4+4 Bludgeoning damage to the Player Character and lets you pick another option.
* #1 leads to next part.

### Seventh Part

* Options:
	1. (Good) *...pray for the dead crusaders.*
	2. *...see if there is anything of value on the crusaders' bodies.*
* Both options will end the Book Event. #1 will instantly replenish your characters as if they have rested, while #2 will give you Fencer's Gift and 2371.

## Solution

1. Pass [Perception 26] and [Knowledge (World) 26], then pass [Mobility 32].
2. Pass [Perception 26] or [Knowledge (World) 26] or [Knowledge (Arcana) 26].
3. Pass [Lore (Nature) 26], exit and save. Enter again.
4. Pass [Mobility 28], [Athletics 28] and [Perception 28]. Then select diving option.
5. Pass [Knowledge (Arcana) 24] or [Mobility 24] or [Athletics 24]
6. Pick a hammer.
7. Choose your reward.