GM Polygoon's Beginner Box Campaign - Goblin Hunt!

Game Master Jerran_Kell

This campaign was created to give new players a chance to play Pathfinder using the Play By Post method here on the Paizo forums.


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Common Check Text Current Location : GoblinHuntMap Loot Sheet

Welcome to the in-character gameplay thread

Location:
THE RUSTY DRAGON - DAY

It's a lovely day in Sandpoint, the sun peeks through a partly cloudy sky and the sea air looks to be bringing new energy to the town.

The four of you sit at a table in the Rusty Dragon, Sandpoint's oldest Inn. With you is the Sherrif of this town, Belor_Hemlock.

Belor isn't in the best mood. The lines on his face tell you that this is probably as cheerful as he usually gets.

Quote:

Thank you for coming today. There is always work to do in keeping Sandpoint and it's friends clear of trouble. You were all invited here because you expressed interest in making your life a bit more...interesting. You all bring different things to the table and it's likely that you haven't met each other before today. How about each of you introduce yourself and tell me how you might be able to help the group?

Silver Crusade

Male Dwarf Monk (unchained) 1

The dwarf looks around with his unnerving blue eyes, then stands up from his chair. When he stands it is even more noticable how huge, even for a dwarf, his muscles are. His black beard is hanging on his simple brown and gray monk robes. He makes a small bow towards the Sheriff.

During his bow you can see a glimpse of an amulet underneath the beard. It looks like a blue hand. Then he starts speaking in a slow and careful manner, as if he has to think before he speaks.

Greetings. I am Vortok. I am not.... used to making speeches.
I prefer to let my fists do the talking..... And my fists speak clear and hard as many who broke the law in my.... presence can tell you.

He takes his place at the table again and waits for any of the others to speak.

Seriously, if a plan hinges on Vortok making any diplomacy, bluff or intimidate check, change the plan, as he as a - 3 on each check. If the plan involves punching people really hard in the face, he will probably manage.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

The druid sits in one of the corners and silently waits for others to respond first. When nobody else jumps to offer an introduction, he springs up from his seat, tossing the hood of his cloak back to reveal a long tangled mess of dirty brown hair and a scraggly beard. His eyes look wild with a bit of forced enthusiasm as his right hand darts out fully extended from beneath his cloak. His face is nervous as if he's struggling to remember old social customs.

Hello there! I am Fyfe... Pleasure to meet you!
I've spent much time peacefully wandering the woods just outside Sandpoint. I'm... drawn here... well... for adventure, I suppose. What I lack in experience I make up for in eagerness.

...And I have a feline companion somewhere outside... she's an excellent tracker and has a nose for danger!

He looks eager to shake hands so that he may retreat to his seat again as quickly as possible.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

The bard, who has been gently plucking away at his lute, stands up and smiles widely. He puts down his well-worn instrument and says:

Nice to meet you, friends, Krakkagar at your service! The songs of our deeds will fill true hearts with courage and evildoers with dread. Well, the songs and my bow!

He laughs heartily and bows to the table with a flourish. With a wink to the barmaid, he takes his seat.


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

The Rusty Dragon Inn was much like all the other inns she had been in since leaving home. This particular one was a bit nicer than the last place she had stayed, though.
After her green eyes adjusted to the dimmer light, she looked around, searching for whom she thought would be the sheriff. She had heard he was looking for adventurers, ones looking for interesting things to do and she knew he was meeting such a group today.

At the back of the inn, up a couple stairs, she spotted the group. She walked gracefully up to their table, extended her hand to the man she believed was the sheriff and quietly said,
Sheriff Belor, I presume? Navika Stardreamer, fire and claws at the ready.
He really should smile, it is a beautiful day outside after all.

Navika turns the the others at the table and with a bright smile she greets them.
Hello, friends. This should be interesting, yes?

Silver Crusade

Male Dwarf Monk (unchained) 1

Vortok looks at the lady who just joined the table, and nods to sign he acknowledges her presence.


Alexander sat forward in his chair, attentively listening as the others spoke. Once Navika had finished, he flashed her a warm smile, then spread his hands in a friendly gesture.

I am Alexander Rollefson of Iomedae. I hope my services will be of use on our adventures, and I hope we can help stamp out the evildoings in these lands.

Alexander looked to each of the others in turn as he spoke, dispensing kind smiles and polite nods in plenty.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Belor nods to Navika a she takes a seat at the table.

Aye, welcome to you as well.

He looks over the group for a moment, taking stock. He then takes a
breath and briefs you on the matter at hand.

Quote:


There are two tasks that need doing, but since I haven't worked with you before I think you should take the more straightforward task first.

A local elder, Eberius Tauranor has information regarding an ancient relic that has been lost to his family for over a hundred years, called the Shepherd's Crosier. This relic belonged to an ancestor of his and was stolen. Eberius has discovered documents disclosing the location of the stolen crosier in a rival family's ancestral vault not far outside the town, in the forest. He would go get this himself but the problem is that the same information may have been leaked to some of Sandpoint's more...unsavory characters, and the item is quite valuable.

My jurisdiction is limited to this town and I don't have the manpower to go on some fetching mission to solve a crime this old, so I need you to go down to the crypt and find this relic and bring it here to me. There is of course a reward for this mission, and you will be able to stay at this inn for one night for free to rest up before the next mission.

You're free to ask any questions you like or shop for anything you need in town, otherwise I'll leave you to get on with it. You can find me here when you're done.

You may ask any questions you like or discuss any topic. When you are ready to leave then type READY TO GO in an ooc tag.

Liberty's Edge

Can you tell us more about the unsavory types? asked Vortok. He pauses and then continues: How should we deal with them?

how much gold has everybody left? Maybe we can buy cure light wounds potion (50 GP a piece). I know we have a cleric, but you want to have a backup in case he goes down first. I have 11.9 GP left


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Is there anything we should know about this Shepherd's Crosier? Any enchantments or such my compatriots and I need be careful of? Krakkagar asks.

I have 22.2gp left, I'm willing to pitch in for some backup healing potion


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Is there any lore or other history known about the crypt? asks Fyfe.

I have about 51 GP left. I can pitch in towards a healing potion or other supplies we may need. Personally I'm traveling pretty light and could probably use a few items.


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

What exactly does this relic look like? How are we to know its the one we are searching for? inquires Navika.

I have 25gp left and will share.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

New Encumbrance Rule:
Quote:

*EXECUTIVE GM DECISION*

For this campaign the following items have a weight of 0.
-Outfits (the basic one you get)
-Any Rations
-Personal Storage such as Backpacks and Pouches

Because sometimes encumbrance is pointless and annoying.
Amen.

Belor looks to Christiaan,
Most of the ruffians around here are solitary operators, but
lately members of the Bloody Knuckles gang have been seen wandering
around in Sandpoint. I'm not sure what they want, but they haven't
committed any crimes yet. It could be nothing. But if you do run
into trouble out there, you can defend yourself as you see fit. If
it's outside of this town and doesn't affect one of my citizens I
don't need to know about it, there's enough to keep me busy around here.

To the rest, Belor says
As the story goes, a log time ago one of Taurinor's ancestors
rose so high in the hierarchy of Aroden that he was granted this
Shepherd's Crosier. It is supposed to be about two feet long and made
of mithral. When you find it it should have a magical glow to it,
but otherwise doesn't do anything. Back then this was a symbol of
diplomatic immunity, which probably explains why someone would want
to steal it. Now it's more of a collector's item, a very rare one,
which explains why someone today might be interested in it.

The Crypt itself is just a family vault, not much to it. The resident ancestors were low level diplomats and were fairly wealthy,
enough to build that thing at least.

Belor continues
If you want to do any shopping just let the proprietor at the bar
know what you want and she'll send a runner to get it. I have a
little pull in this town so you can count on getting a %20 discount
on potions today only.

Lvl 1 potions cost 20% less(rounding up to the nearest gp) during this visit to the Inn.

Silver Crusade

Male Dwarf Monk (unchained) 1

Thank you, you hear Vortok say. I have another question, do you have any idea if the crypt is locked, and how we can open it?


1) After this Vortok is out of questions.


2) Any of the more non-lawful or less good characters interested if we are allowed to loot the crypt, or are you just gonna try to loot and ask forgiveness later?


3) I do not believe anyone of us has the disable device skill to pick locks. I have a crowbar, and a portable battering ram is available for 10 gp. Vortok can carry the ram without problem.


4) Also, with a 20% discount, level 1 potions (like Cure light wounds (CLW)) only cost 40 gp. any level 0 potion costs now 20 gp.


We have, including Alexander's money, 120 gp and some small coins.


If you want to know what other spells works as a potion, check the spell, a potion can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects, spells that only target you do not work as a potion.


5) I saw some of you have a light spell, make sure at least one of you has that prepared for in the crypt, as humans need light sources, and holding a torch is not practical. Possible targets for the light spell are someone's armor, helmet, headband etcetera.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe adds, The family wouldn't have set any traps around the crypt, by chance, would they?

No further questions for Fyfe.

Vortok, I take it from the Sheriff's statement that the crypt is out of his jurisdiction, and thus anything we find or do isn't his business so long as we keep it that way.

I have light and detect magic prepared for our time in the crypt, and Xilanfur has low-light vision.

As far as additional supplies I'd like to grab a couple torches and some flint & steel just in case, and perhaps either an Oil of Magic Weapon or Oil of Shillelagh if there are funds left over from buying some potions of Cure Light Wounds.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Are there any notable dangers in the forest the crypt is in? Krakkagar smiles and adds, Goblins or any other beasties that need to be introduced to Vortok's fists?

I have 10 torches and flint and steel in my pouch that anyone is free to use.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

To Vortok
The crypt doors might be locked with a chain but it's not a fortress or anything. Eberius Taurinor took his case all the way to the courts in Magnimar city, and the tribunal ruled in his favor. The family that owned the crypt, the Leraton family, was told that they must submit to this search. That family is in heavy decline anyway. Taurinor says that you can keep whatever you find in there for your troubles but he does want that crosier.

To Fyfe
I really couldn't tell you. Sometimes these families will have a trap to protect the most valuable thing in there but I don't know.

To Krakkager
You know I am actually pleased to say that the goblin raids have toned down substantially of late. There was a particular little goblin gang that harassed our caravans on the way in and out but no one has seen them in a couple of weeks. Other than the occasional animal disappearing things have been quiet. You shouldn't have any trouble getting to the crypt.

Liberty's Edge

Vortok speaks: I know enough, thank you for the information.

I would suggest buying two CLW potions, and divide them between the sorcerer, bard and druid.

Maybe also 2-3 flasks of acid, in case we meet a swarm that is immune to normal weapons, or to counter creatures with regenerate. The flasks cost 10 gp a piece (8 gp with the discount). We should hand those to the one with the highest ranged attack.

I do not think we need a potion for a magic attack, as there are very few, maybe even none, enemies that can only be hurt by magic weapons at this level.


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

This information will be very helpful, thank you. One last question, while we will be as fast as we can be, is there a time restraint?

The plans sound good, I'm ready to go whenever everyone else is.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

I'm also ready to go whenever everyone else is.

Liberty's Edge

Unless someone disagrees, we buy 2 CLW for 80 gold, and 3 acid flask for 24 gold, leaving 16 gold in the hands of the druid. Krakkagar gets the acid flasks, as he has also point blank shot (PBS) and precise shot, and Navika and Fyfe take one CLW potion each. The potions weight zero and the flask weight 1lbs each, but you can hand me your bedroll if you have weight problems

for your information Krakkagar and GM Polygoon, a flask of acid is a thrown splash weapon with a range of 10 ft. The attack uses the ranged attack skill and counts as a ranged weapon, so it benefits from the Point Blank Shot skill. The flasks are made for throwing, so no negative modifiers for proficiency http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#throw-splash-we apon

It is also a ranged touch attack, meaning it is easier to hit armored opponents. If you hit, you deal 1d6 (+1 from PBS) damage, and 1 splash damage to all other within 5 feet, including your allies. If you miss, it will end up in a random adjacent square, and deal 1 splash damage to those in that square and everyone in the surrounding squares.

Vortok is READY TO GO

EDIT:, if the discount is not applied, the druid will have 10 gold left


Male Human Cleric 1

Alexander quietly took in the information that was being giving, still seated forward in his chair, paying close attention.

Im ready to go.

Vortok, the reduced prices only apply to first level potions, not flasks of acid or zero level potions or anything else


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

I'll adjust my gold & inventory a bit later. Otherwise I'm also ready to go.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Purchases:

Krakkagar gains 3 acid flasks.
Navika gains one potion of cure light wounds
Fyfe gains one potion of cure light wounds
Fyfe gold = 10
All others 0 gold

Good, luck and I'll see you when you get back.

Quote:

As you exit the Rusty Dragon you notice that the town's occupants are opening their shops for the day ahead. As you move through the town you feel like someone is watching you , but when you turn to look you only see a shadowy figure duck behind a building. You exit the town through the southern bridge and onto the Lost Coast Road with a map that Belor has provided to you.

The road proceeds through a forest area and you easily find the landmark that marks an overgrown side path into the forest. The path eventually opens into a small open area with a building on the other side nestled into thick overgrowth. You have found the crypt.

The building's doors are open and slightly off their hinges. One of the doors is missing it's handle. Hanging from the other door's handle is a chain that has a door handle hanging from it.

NEW LOCATION:LERATON FAMILY CRYPT - MID MORNING

We are in free movement mode. Please follow the link to see the map. As play continues you may place your character marker where you want it to be and declare what you're doing.

Liberty's Edge

Vortok looks around for creatures/humanoids outside the building, on the spot he is standing now.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Is it dark inside the building ?

if it is dark, I will take a look inside with my darkvision, if there is light, the one with the highest stealth skill should go take a look inside

Note for the GM, if there is unusual stonework hiding a trap or a secret door etcetera, Vortok automatically makes a perception check if he passes it within 10 feet. He gets a +2 bonus on this for a total of + 8.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Observing the crypt , Navika remembers Belor's response to her question.

While you should try to get there before anyone else does, the Tauranor family has been waiting for this for over a hundred years. They can wait a bit longer if needed. You should put safety first.

Sorry Navika, had the response in mind but forgot to type it earlier.


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika looks around, wincing at the sight of the door handle hanging by the chain. Well, it looks like someone has been here. I hope our relic is still here.

After Vortok sees what he can see with darkvision, i'll cast

Light:

School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

on someone's something or my bow on my back. On myself, I will also cast

Mage Armor:

School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

My adjusted AC=16. I have 3 level 1 spells left.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe quietly whispers to Xilanfur and she walks ahead, just out of range of Navika's Light.

I am preparing

Detect Magic:

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

but I won't cast it until we get deeper inside the crypt.

Vortok, you might want to check the sharing settings on your current character sheet in Google Docs. I can't view it and I suspect nobody else can either.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Vortok sees no other humanoids around. I'll assume that he steps to the side a few times to observe as much of the room into view as he can with darkvision . No creatures are visible in the room. You do see a spent torch on the ground and a lot of rubbish everywhere.

The only light in the room is coming from the open door, but that doesn't add much visibility for the non-dwarves past about 30 feet.


I'll make the whole room visible but remember that it is darker than normal in there. As if lit by a crescent moon on a cloudy night. Quite dim.

The Light spell isn't cast yet until the target is decided.
Mage Armor is in effect.


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

I'll cast it on my bow. When we go in, i'll be at the back. Do we need 2 lights?


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Magical light emits from the bow.

Liberty's Edge

After looking inside Vortoks walks back and whispers to the others: The first room is dark and empty, but there is a second room with light.
I suggest we enter the first room and then someone needs to take a look into the second room.

let's enter the first room together, then have the stealthiest character take a look into the second room while we stand some 30 ft behind him. I moved Vortok in the 'we just entered the crypt' position assuming everyone agrees

I assume the dark grey circle things are pillars, and the rectangular light grey things are coffins/sarcophagi?

updated my google doc settings


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika follows Vortok inside and steps to the right of the door.

Steathing to see the next room would be a good idea. It shant be me though. +2 to stealth...


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Krakkagar, Please hand your bedroll and rations temporarily to me, so you do not longer suffer from medium encumbrance.

Then we have two options. 1) Krakkagar you have + 7 to stealth, if you drop some weight so you are our best humanoid sneaker.

Option 2) Fyfe, how well do you speak with your leopard? maybe he can do some scouting?


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Krakkagar hands his bed roll and rations to Vortok and heads stealthily into the next room.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Vortok stashes the items into his backpack and follows Krakkagar towards the next room.

Krakkagar, sneak closer towards the room, but stay outside of it until you have been able to either listen or see if someone/something is in there.

I want to try to hide behind that pillar Vortok is standing now, is that a stealth check as well?


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

I roll for the Handle Animal skill to have Xilanfur scout ahead.

Handle Animal: 1d20 + 4 ⇒ (9) + 4 = 13

Fyfe sends his feline companion ahead into the dark to look for unwelcome visitors.

Xilanfur stealth check: Stealth: 1d20 + 9 ⇒ (13) + 9 = 22 (in case this is needed)

Do I need to roll for Xilanfur to use the Seek trick?

I had to update Xilanfur's stats since I had forgotten to allocate her known tricks.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Seriously, I'm not tracking encumbrance until it exceeds medium per character.

Yes the circles are pillars and the rectangles are stone coffins.

The pillars extend up to the ceiling.
The coffins are 2' high, about 6' long.

The people in the building do not notice any strange or suspicious stonework.

A small cold pile of ash and burnt wood is in a corner.

All of the stone coffins have lids that are at least a bit out of position, bones and old tattered clothing are scattered around them. The corpses don't have any jewellery on them. Some of the hands have disconnected ring finger bones. There isn't anything of real value left in this room.

Most of the cast iron torch holders have been removed from their pillars, but a few remain bolted in place.

I'm happy for the cougar to just follow orders when there is no danger or your character hasn't done something to upset it.

Xilanfur moves without a sound as she sniffs around the room. When she comes to the next door she shakes her head and starts to snort in disgust. Fyfe gets the message: Something stinks in there.

The door to the second room is closed and the door does not appear to have a lock. Faint light is visible in the thin space between the floor and the door.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Vortok silently walks towards the door to see if it is a single door or a double door, if the door opens away from him or towards him, and if the door is barred/blocked/locked in any way. He only looks, he does not touch the door.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Common Check Text Current Location : GoblinHuntMap Loot Sheet

These are double doors that opens towards you.
You can hear a steady hum on the other side of the doors, not something that would come from a creature, it continues indefinitely.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Vortok walks back to the others.

Krakkagar you as a bard now many things, can you listen and figure out what the strange hum is I hear on the other side of the door ?

Is there a knowledge check to figure out what causes the hum, and what kind of knowledge is it?


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Perform(Sing), Perception, Spellcraft are useful checks.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Vortok tries to figure out what the sound is.

let's roll

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika moves to the door and tries to figure out the sound.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe also tries to help identify the sound.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26


Alexander walked into the crypt, standing tall as he swept in, not giving much care to being silent like the others were. He took in the room with his sweeping gaze and saw the defiled dead, a grimace flashing across his face.

Damn the filthy low-lifes that defiled the slumber of these poor souls, he said with a soft growl.

Alexander started moving around the crypt, gently placing bones back to where they properly belong. He spoke soft prayers and blessings, honoring the dead and occasionally slipping in another curse or two for those who defiled them.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Vortok recognizes that the sound is unchanging, more felt than heard, and he doesn't hear any footsteps or talking.

Navika has a feeling that the sound could be magical, but she is a bit distracted by Alexander fussing around with corpses muttering to himself.

Fyfe is getting a strong magical vibe from the other side of the door. He feels like there is more than one magical effect in place In that room. Several..

If you want any rolls and results to be secret just let me know.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Krakkagar checks on Alexander to make sure he's ok.

It seems like somebody beat us here, maybe some of the 'unsavory characters' the sheriff told us about. He then casts

Detect Magic:
School: divination
Level: Bard: 0; Skald: 0; Cleric: 0; Oracle: 0; Warpriest: 0; Druid: 0; Sorcerer: 0; Wizard: 0; Arcanist: 0; Hunter: 0; Adept: 0; Inquisitor: 0; Summoner: 0; Witch: 0; Magus: 0
Casting Time: 1 standard action
Components: : V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none
Spell Resistance: no
Source: Core Rulebook
Summary: Detects all spells and magic items within 60 ft.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st RoundPresence or absence of magical auras.

2nd RoundNumber of different magical auras and the power of the most potent aura.

3rd RoundThe strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties

toward the door.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Krakkagar casts Detect Magic and listens closely to the humming from the other room.

Krakkagar Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Krakkagar Perform Sing: 1d20 + 7 ⇒ (11) + 7 = 18


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Krakkagar senses multiple magical auras from the next room. There's a sense of evocation magic and another stronger less defined aura.

Borrowing Performancs Sing as a form of Knowledge Music
When you were studying music earlier in life you had a teacher who used tuning forks to teach you certain notes. The hum reminds you of that sound. You can tell that there are multiple sources of the same sound in the next room, all humming "Middle C" It's like having several people hum the same note in the room, but it's a magical source.

The sound is associated with an aura of illusion magic.

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