
GM MacShack |

After consulting a map of the surrounding countryside, you find an as-of-yet-unexplored cave not too far away, the only one for miles. By late morning you find yourselves in front of an opening in the cliff face obscured by thick hanging moss. In front of it, there stands a vaguely humanoid statue holding what appears to be a staff. It's hard to discern details, since it is very heavily eroded.

Hank the Keeper |

Hank, holding Cammy's lead rope loosely in his left hand, shades his eyes with his right. He's feeling pretty scared right now. Even if this cave doesn't hold the black fanged monster that murdered one of Hank's best sheep buddies, there might be something else nasty down there.
His somewhat-plodding internal monolog frames the situation:I don' wanna mess with no monster what I don' have cause to tangle with. We oughta see if anywhat's left tracks and such 'round the door cuz if I was a bear mama I'd be down there sleepin' and be right mad if some folk and tallfolk came a knockin at my bedroom door hole.
Hank turns his keen eyes to the moss, the cave, and the ground, searching for tracks and applying his knack for the wilderness to see what he can see.
You guys seein' anywhat 'round here? I'm a take a look for beasts or spoor or tracks or the like.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Survival: 1d20 + 4 ⇒ (10) + 4 = 14
That's my first post doing this ever. I looked up formatting conventions but let me know if I did anything wrong.

Belliken Weaver |

Belliken rubs his hands together in excitement. The time travelling has been longer than he is used to, but he enjoyed the view of the countryside. He had hardly been outside his district in Magnimar, let alone outside the city.
"Looks like we found the place. Good thing, my feet were getting sore. Lets take a look around. Does anyone know what me might expect to find?".
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Knowledge Local: 1d20 + 3 ⇒ (2) + 3 = 5
Oh great first two rolls are 1 and 2 :(

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Phedran squinted as he looked into the moss-covered maw of the cave. He examined the dewy overgrowth, trying to recall if he'd ever come across such moss in his studies. Something to avoid? Poisonous? Hmm.
"Well, if we're lucky, t'is but a small, scared cave runt that got desperate and decided that a farmers' flock would serve a hearty meal."
Phedran glanced down at the halflings who accompanied him on the expedition. While he had come across all sorts of companions in his recent travels, it was such smallfolk that he was the least familiar with.
He fumbled with his shortbow, and gently plucked at the bowstring like a harp playing the slightest whisper. He grabbed an arrow from the quiver at his side, resting it on the nock. Loose, but still at the ready. He might have been a city-dweller, and a physician to boot, but the old reflexes were still there.
"And if fortune finds us... unlucky? Bigger beast. More teeth. I'm ready when you are."
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Kn. Nature (checking any special properties of the moss or the surrounding area): 1d20 + 7 ⇒ (9) + 7 = 16

Belliken Weaver |

"Whatever it is I hope it will make for a great story. Before we head on let me check to see if there is any magic afoot." Belliken says nodding towards his much taller friend.
He sits cross leged on the ground, squints his eyes and focus on the statue and the cave front to see if he can sense any magical aura.
Detecting magic on everything I can see, taking as long as necessary to be sure I sense everything. I assume we are within range of the moss and statue (60ft) and if not I approach that close first quietly
Stealth: 1d20 + 3 ⇒ (16) + 3 = 19
Hey look a decent roll

Hank the Keeper |

"Now, Phedran, I'm a fan of all natural and circles of life and whatnot, but one of those hearty meals happened to be a good buddy sheep of mine, an' I'm out to make sure he that did that murder don' eat no more of my pals. But look here, footprints what are scattered 'round the cave hole. Don' recognize 'em though. Too small for a bear mama. Not sheep nor camel neither, I reck. Mayhaps we should wait an see what trod 'em, or mayhaps go in and look around, what say you two?"

Belliken Weaver |

"Glad to hear they look small. Maybe I'll get to fight something my size for a change" Belliken says with a laugh.
"Unless anyone else wants to gander a bit more I'm ready to head in Hank. Lets get you some justice. I'll sneak up to the moss and take a peek".
Baring anyone's disapproval Belliken is going to sneak up to the moss and take another moment to listen through the moss.
Sneak: 1d20 + 3 ⇒ (18) + 3 = 21
Perception: 1d20 + 3 ⇒ (11) + 3 = 14

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Phedran shifts his weight from one foot to another, his unmarred leather armour slightly creaking as he does so. It certainly gives the impression that this might actually be the first time he's had to wear battle harness in quite some time.
"I've got you covered" he whispers, pulling his bowstring to half-draw.
Phedran is following 25 feet behind so as to be able make use of Point-Blank Shot if he needs to fire on any foe that attacks Belliken in melee.
Sneak (untrained): 1d20 + 2 ⇒ (3) + 2 = 5

GM MacShack |

Sofia does not detect any signs of evil.
However, as Belliken and Phedran approach the entrance to the cave, the curtain is flung open as two small, green humanoids howl battle cries and raise their swords.
Hank Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Cammy Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Phedran Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Belliken Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Sofia Initiative: 1d20 ⇒ 12
Goblins: 1d20 + 6 ⇒ (14) + 6 = 20
Initiative Order:
Goblins
Sofia
Cammy
Phedran
Belliken
Hank
Here is the link to the map. The greyed out area is unexplored, and I'll update it as you move through the cave.
One of the goblins steps forward to Belliken and stabs at him with his sword, leaving a nasty wound.
Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 ⇒ 4
The other one sees Cammy and shrieks "HORSE!" before running in the opposite direction towards Phedran and attempting to stab him, but the alchemist nimbly dodges the goblin's attack.
Attack: 1d20 + 2 ⇒ (11) + 2 = 13

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Urghh. Of all the foul things in the world, it's goblins that I hate the most
Prepare for justice! Sofia cries. Sofia dashes twenty feet drawing her Longsword move action, ends south east of Belliken, between the two goblins
Do not let me down now she prays to her sword as she tries to swing at the Eastern most goblin.
Attack roll for Longsword: 1d20 + 2 ⇒ (16) + 2 = 18
Damage roll if successful: 1d8 ⇒ 5

Cammy the Camel |

Cammy is a nasty-tempered beast, but hasn't been in a real fight before. He looks to Hank for direction. Hank, unfortunately, is not a quick thinker. Or reacter. Or a quick anything, really.
"SCRONK?"
Cammy delays until Hank's turn

Belliken Weaver |

Hey so did a goblin run past me to get to Phedran? You originally had him next to Belliken and that was the one that Sofia declared the attack on... Although you did say one attacked Phedran, the goblin's position on the map when Sofia took her turn was at the entrance.
Also could Belliken get a try at an unarmed attack of opportunity as he runs by? Not sure how this is resolving.

Hank the Keeper |

Naturally we'll defer to MacShack in all things but normally you make an AOO if you threaten, and if you're unarmed, you don't threaten (p180 CRB). If you had your dagger in hand or improved unarmed strike, that'd be different.

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It all happened so fast.
As the toothy green wretch darts towards him, Phedran stumbles and his half-drawn arrow harmlessly flits to the dirt.
In a panic, he drops the his shortbow, and draws his side sword, pointing the tip towards his foe.
free action drop shortbow
move action draw rapier
standard action attack
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Belliken Weaver |

Assuming that the fight between Phedran and the Goblin doesn't effect Belliken, i'll post my plan.
"Filthy Habdran*" Belliken spits out, clutching the wound in his side seeping blood. "These were new robes too! You'll pay for that" Belliken steps back from the goblin and, now chanting, pushes his hands out from him and a spray of fire leaps from his palms. Making sure to aim away from his allies, Belliken attempts to roast the goblin. After his spell completes he releases his dagger from his wrist sheath into his hand.
Swift action: Five Foot Step west so I am in C5
Move Action: Draw Dagger
Standard Action: Casting Flame Hand in a cone to the north of the goblin so as to only hit it. 1d4 and he gets a reflex to halve with a dc of 10 + 0 spell level + 4 CHA modifier = 14.
Fire Damage: 1d4 ⇒ 2

Hank the Keeper |

With a twirl of his fingers and a quick appeal to the Mothers of Nature to protect Cammy, Hank places "Virtue" on his friend with a swift swat on the rump. Then he yells, "Sic 'em, Cammy! Save Phedran!"
Hank then grimly draws that bitter blade which has ended the lives of literally tens of thousands, whose very bodies he then consumed: his scythe, terror of the grain field. It is about two and a half mighty feet long, gripped firmly by his weedy lil' halfling arms.
Standard: cast "Virtue" on Cammy
Free (Link): Handle Animal, "Attack," DC 10
Handle Animal: 1d20 + 8 ⇒ (7) + 8 = 15
Move: Draw Scythe

Cammy the Camel |

MWWWOOOONNNKK!!! quoth the mighty camelid, suffused with magical virtue and joyous for battle. Cammy charges the goblin that is messing with Phedran.
Camel Bite: 1d20 + 7 ⇒ (4) + 7 = 111d4 + 6 ⇒ (2) + 6 = 8
Cammy has one temporary hit point from Virtue and 12 AC after the charge

GM MacShack |

As the goblin dodges Phedran's rapier, it manages to avoid Cammy's jaws as well.
Reflex Save: 1d20 + 2 ⇒ (18) + 2 = 20
As Belliken summons forth a blast of flames, the goblin ducks, but is still hit by the spell. It collapses to the ground.
The remaining goblin yowls in fury as it strikes out at Phedran.
Attack: 1d20 + 2 ⇒ (3) + 2 = 5
However, he easily steps out of the way of the clumsy stab.
Round 2
Goblin
Sofia
Phedran
Belliken
Hank & Cammy

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(After Sofia's turn)
Once again, a rusted blade darts toward Phedran's shins, and once again, a simple void of the legs send the goblin reeling behind the weight of his clumsy stab.
Seizing the initiative, he quickly jabs at the gobbo again with his steel.
Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Oof, the doctor needs his fencing spectacles if he's going to hit something.
Standard action: attack (miss)
Move action: shift north, to A2

Belliken Weaver |

Since Sofia will probably block any access Belliken would have to the goblin (who will also probably be dead), ill prepare my unrelated actions.
"Haha that's what you get going toe to toe with Belliken!" Belliken cries, gloating over his crispy goblin foe.
Seeing the others have the last goblin pretty well under control, Belliken retreats from the moss to behind the statue and casts mage hand to part the moss and a get a look in for more trouble, as well as size up the gear the dead goblin has on him.
Move Action: Retreat to behind the statue (B7).
Standard Action: Cast Mage hand. Can move 5lbs up to 25 feet away, not sure how much the moss weighs but I am just in range to move some of it.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Appraise: 1d20 + 2 ⇒ (3) + 2 = 5
Hmm something seems wrong with Belliken's eyes.

Hank the Keeper |

If Sofia dropped the goblin, ignore the below. If it's still standing...
Hank scampers up to Cammy, saying "Don't worry pal, you'll get him this time. I'll give you a lil' boost." Again chanting a quick prayer to the nature spirits, Hank smacks Cammy's rump with a Guidance cantrip.
Move Action: to B5. Standard Action: Cast Guidance on Cammy

Belliken Weaver |

I am assuming combat is over and we are no longer going in initiative order but Belliken did disturb the moss and try to see what the goblin he fried had on him. If there are more goblins just inside the cave they might see out/us see them. If combat really is over:
"Good work Sofia, really showed them what's what." He turns to Phedran and frowns "And next time try not to trip over yourself huh?" Belliken is assuming he was quiet enough to sneak up to the moss but the louder elf must have alerted them.
"Seems I'm the the only one to take a scratch. Would anyone be kind enough to patch me up a bit?"

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The goblin, having evaded Phedran's awkward attack, coils up, ready to attack again.
Phedran braces, anticipating the assault. Before he can decide his next move, there is a sickening thud and crack, as a gruesome splash erupts from the goblin's collar. A point of steel sticks out from the goblin's shoulder, then darts back in an instant.
The small creature's eyes go dark, and it falls to the side. Gone in an instant.
Phedran breathes a sigh of relief. In a bit of shock, he takes a moment to regard his saviour.
"M-m-my thanks to you, Miss Sofia. I don't know what happened, it just happened all so suddenly..."
Phedran fumbles with his scabbard, and sheaths his rapier.
Not even a spat of blood on it, he notes, feeling a mix of shame and relief. With a trembling hand, he steps around the corpse and picks up his shortbow and the stray arrow.
"These creatures, they came from beyond the moss, did they not? We should be on the ready, lest we run into another ambush."

Hank the Keeper |

Hank pats Cammy affectionately. "You're a real beast, buddy. Next time you'll get 'em."
He looks at Bellikin and thinks a while. I got just one cure light wounds for today. Bellikin's still standing. Best hang on to it for now.
"Belly I got a lil' healing magic but just the one. Since I ain't sure if any other of us has got some healin' I was thinkin' I'd hang on to it in case somebody gets hurt real bad. But if we get outta here I can getcha all better the 'morrow. Just take care you make it to then."

Belliken Weaver |

"Not to worry Hank, I should be hanging back from now on" Belliken nods to the crossbow on his back. "Ill Let the big ones lead the way next time".
Belliken sits and takes a full round to replace his dagger into his right hand spring loaded wrist sheath.

Hank the Keeper |

Hank may be young and not particularly bright, but he is wise enough to know that a chest can mean treasure... or trouble. He takes a look to see if there are any traps on it. If he doesn't think there are, he'll try to open it up.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Belliken Weaver |

"Locked hmm? What need do goblins have for locks?" Belliken scratches his head, his hand disappearing into his long black hair. "Well we could try to break it open, and possibly draw the attention of any more goblins that might be behind the door, or search for the key".
With that Belliken looks around, checking the goblins for any loot (especially a key) and examines the door to see if it opens inward or out towards us. Belliken thinks it might be a good idea to block the door before making too much noise so that more goblins don't come rushing out.
"You guys don't think it was a goblin that dropped the black tooth do ya?" Upon approaching a goblin to search him he sees the glint of small yellow teeth. "Looks like this'un's got little yellow teeth, nothing like the black fang. Could it be one of those, what're they called, the big furry goblins?"
Belliken does not know anything about bugbears but has heard of them. Belliken also searches his memory for any knowledge about goblins in the greater sandpoint area.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Knowledge Local: 1d20 + 3 ⇒ (17) + 3 = 20

Belliken Weaver |

Also the goblins might still be alive and just unconscious/bleeding out. It may have been too long by now but we can tie them up and heal them and maybe get some information out of them. Belliken is more interested in their stuff.
Sofia and Phedran haven't taken any action since combat resolved so they could probably have enough time to stabilize at least one goblin if either of you are any good at heal checks.

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Phedran notices a slight movement in the goblin who fell before him, so he kneels down beside it and examines the wound.
Heal check: 1d20 + 5 ⇒ (10) + 5 = 15
"It's quite deep, but I'll see what I can do."
Let's see if that's enough to stabilize.

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Sofia wipes her blade on the grass, staining it a mud red with goblin blood. Good work my friends, although I fear that our days fighting may not yet be done
Sofia notices Belliken searching the dead goblin. Good idea, someone should search the other one. There must be a key for this chest .
Unsheathing her sword, Sofia walks over to the straw mats Only a truly evil creature could call this cave a home and this a bed. . She prods at one of the mats, lifting it a few inches of the floor, a foul stench of goblin sweat lifting into the air.
perception: 1d20 + 2 ⇒ (20) + 2 = 22

Hank the Keeper |

"Guess I'll be helpin' you take a look 'round" says Hank.
He leads Cammy to stand in front of the doors, You keep an eye on them doors, Cammy. He then searches the room.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

GM MacShack |

Phedran manages to stop the bleeding.
As Sofia lifts the filthy mat, she sees a small, rusted iron key beneath it.
As Belliken searches the dead goblin, he finds its shortsword, a nearly empty flask that smells like wine, a partially eaten dead lizard, and a pouch on its belt containing two gold pieces.
The goblins on the map are just showing where the bodies are.