GM Aeon's Phantom Phenomena (Inactive)

Game Master ckelley83

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Grand Lodge

Male Human (Taldan) Alchemist (Grenadier) 1 | AC 13 T 12 FF 11 | HP 11/11 | F +4 R +4 W +1 | Init +2

Callus yelps in surprise, but recovers in time to throw a bomb at the creature.

5' step and throw

Attack, Ranged Touch, PB: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage, PB: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Not wanting any part of another swarm Hadzi stays out of the room.

Dark Archive

Callus spots the small winged creature from the vision in the other room lurking in a hole in the wall and hurls a bomb at it, scorching it badly. Lady Illirigarde then appears in the table’s reflective surface, though she appears tired. A box carved with skulls is closed behind her as she furiously tries to align two delicate silver disks etched with compass directions. She looks down at a book, and lightning flashes brightly outside. When it subsides, the box is open, and the tiny winged creature is hanging from the nearby bookcase. It leaps at her throat with hate in its eyes, and the vision fades. As soon as that happens, the winged homunculus pops out of the hole it was hiding in, along with a trio of small blue humanoids!

Will Saves, DC 11:
Callus: 1d20 + 1 ⇒ (4) + 1 = 5
Daedîn: 1d20 + 1 ⇒ (10) + 1 = 11
Hadzi: 1d20 + 4 ⇒ (20) + 4 = 24
Shikaba: 1d20 + 2 ⇒ (7) + 2 = 9
Heraclitus: 1d20 + 1 ⇒ (8) + 1 = 9
Jazk: 1d20 - 1 ⇒ (18) - 1 = 17
Thalionwen: 1d20 + 3 ⇒ (11) + 3 = 14

Callus, Shikaba, and Heraclitus are shaken for 10 minutes (–2 penalty on attack rolls, saving throws, skill checks, and ability checks.)

Initiative:
Callus: 16 + 2 = 18
Daedîn: 1d20 + 7 ⇒ (11) + 7 = 18
Hadzi: 1d20 + 5 ⇒ (8) + 5 = 13
Heraclitus: 1d20 + 6 ⇒ (20) + 6 = 26
Jazk: 3 + 3 = 6
Thalionwen: 1d20 + 8 ⇒ (14) + 8 = 22

Andolf: 1d20 + 2 ⇒ (2) + 2 = 4
Blue Mite: 1d20 + 1 ⇒ (8) + 1 = 9
Green Mite: 1d20 + 1 ⇒ (15) + 1 = 16
Red Mite: 1d20 + 1 ⇒ (3) + 1 = 4

Round One! Bold may act
Heraclitus (shaken)
Thalionwen
Daedîn
Callus (shaken)

Green Mite
Hadzi and Shikaba (shaken)
Blue Mite
Jazk
Andolf (10 damage)
Red Mite

Callus, your bomb wouldn't affect the haunt, but your Perception check was high enough to spot the ambush so I redirected to the homunculus.

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

I'm awfully far away from the rest of the group - was that a mistake? I'd have moved with the rest of the group.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will fire at the homunculus...

Longbow: 1d20 + 7 ⇒ (14) + 7 = 21

Damage: 1d8 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8

Dark Archive

I checked the map. You can move yourself to wherever you want with the others, or if you stay back you won't be shaken by the haunt, since you couldn't see it.

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

I moved myself to just in front of Hadzi. Would I be shaken if I was where I am now?

Dark Archive

No, you and Hadzi's pet should actually be fine.

Daedîn's arrow flies true and pierces the homunculus through the chest. It screeches and then flops onto the stone floor, motionless.

Round One! Bold may act
Heraclitus
Thalionwen

Daedîn
Callus (shaken)
Green Mite
Hadzi and Shikaba
Blue Mite
Jazk
Andolf (18 damage)
Red Mite

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

Heraclitus storms in and blasts one of the ambushers with a wave of searing solar wind!

Solar Wind (ranged touch attack) vs green: 1d20 + 2 ⇒ (19) + 2 = 21
fire damage: 1d6 ⇒ 1

Well, not so much 'blasts' as 'pokes.'

Grand Lodge

Male Human (Taldan) Alchemist (Grenadier) 1 | AC 13 T 12 FF 11 | HP 11/11 | F +4 R +4 W +1 | Init +2

I'm assuming Andolf is the dead, but not removed from the map, homonculus.

Callus steps into the room and fires his bow at the Red Mite.

Attack, Shaken: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
Damage: 1d8 ⇒ 7

Dark Archive

That is correct.

Heraclitus burns one of the mites with its searing flames, but it remains standing. Callus swallows his fear and fired at another mite, dropping it with a well-placed arrow.

Round One! Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (shaken)
Green Mite (1 damage)
Hadzi and Shikaba
Blue Mite
Jazk

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

1d1d20 + 3 ⇒ (9) + 3 = 12 1d3 ⇒ 1

Thalionwen casts acid splash and throws it at the southern mite (red).

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

I know the blue mite needs to act, but posting now please put in after mite.

Hadzi moves double move into the room.

Dark Archive

I just noticed the mite is red on the map and green in the initiative count.

The mite that Thalionwen splashed bugs its eyes out hideously and stares at Callus, sending a horrible chill down his spine. Using its doom spell-like ability. Callus is now frightened and must flee from the red mite, unless you have a reroll.

Callus' Will Save, DC 10: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9

The other mite darts out with a dagger and jabs at Jazk.

Dagger: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (frightened)

Red Mite (2 damage)
Hadzi and Shikaba
Blue Mite
Jazk (1 damage)

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

Heraclitus advances on the further mite, projecting another wave of stellar wind.

Solar Wind (ranged touch attack) vs red: 1d20 + 2 ⇒ (2) + 2 = 4
fire damage: 1d6 ⇒ 2

Mysteriously, the wind stream is abruptly rerouted at a steep 90-degree angle.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will fire at the red mite...

Longbow: 1d20 + 6 ⇒ (9) + 6 = 15

Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

With a malicious smile, Jazk stabs at the creature with his poisoned starknife. He follows of the swipe by sidestepping towards the one called Heraclitus.

Cold-Iron Starknife (Poisoned): 1d20 + 4 ⇒ (3) + 4 = 7
If by some miracle that hit...: 1d4 + 1 ⇒ (3) + 1 = 4
And would need Fort Save DC 12 vs 1d2 Dex damage 1/rnd (6rnds)

If attacked in melee:

Opportune Parry and Riposte

Parry Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Riposte for 1 Panache (If parry succeeds): 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Fort DC 12 vs Dex Damage: 1d2 ⇒ 2

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

acid splash: 1d1d20 + 3 ⇒ (12) + 3 = 15 vs touch for 1d3 ⇒ 3 acid.

Target Red if he's up, or if he's down, target blue with -8 to hit modifier

Thalionwen throws another glob of acid at one of the mites, looking frustrated at the groups inability to dispatch the creatures.

Grand Lodge

Male Human (Taldan) Alchemist (Grenadier) 1 | AC 13 T 12 FF 11 | HP 11/11 | F +4 R +4 W +1 | Init +2

Callus runs away.

Dark Archive

Daedîn's arrow and Thalionwen's acid drop one of the mites.

Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (frightened)
Hadzi and Shikaba
Blue Mite
Jazk (1 damage)

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Hadzi loads a rock into his sling and launches it at the red mite.

Sling: 1d20 + 1 ⇒ (13) + 1 = 14 damage: 1d4 ⇒ 2

Dark Archive

Sorry Hadzi, forgot to pull the red one off the map. It already went down, so feel free to adjust your action as you wish.

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Go at blue then with the -4 for shooting into melee

Dark Archive

Hadzi fires and misses as the tiny mite weaves around Jazk. It darts in and thrusts its tiny dagger at Jazk, but he expertly parries it and ripostes with his own blade. The little blue creature screeches as the cold iron pierces its skin.

Dagger: 1d20 + 0 ⇒ (7) + 0 = 7
Fortitude Save, DC 12: 1d20 + 0 ⇒ (6) + 0 = 6

Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (frightened 9 minutes, 9 rounds)
Hadzi and Shikaba

Blue Mite (2 damage, -2 Dex)
Jazk (1 damage)

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

"May your path be true," Heraclitus mutters to Jazk.

I give Jazk guidance.

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

Easily knocking the strike aside, Jazk manages to plunge his own blade into the beast, with a smile.

Drawing the blade back, he tries to get another bite of the things blue flesh. His attack going high, the man curses under his breath.

Cold Iron Starknife Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage?: 1d4 + 1 ⇒ (1) + 1 = 2
Left the guidance out because I believe I'll go before you - but I'll have it next round

Parry/Riposte if attacked in melee:

Opportune Parry: 1d20 + 4 ⇒ (10) + 4 = 14

Riposte if parried attack: 1d20 + 4 ⇒ (1) + 4 = 5
Well...that would be a miss

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Hadzi will fire from his sling again.

Sling: 1d20 + 1 ⇒ (6) + 1 = 7 Damage: 1d4 ⇒ 2

We could not hit the broad side of a barn it would seem.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn fires off an arrow at the remaining mite...

Longbow: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20

Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

YAY a roll in the double digits

Dark Archive

As the last mite falls, the light dims and a ghostly reflection can be seen in the table's reflective surface. A noble woman with a sharp widow's peak looks out at you and asks in a bare whisper, "Who are you? Why have you come to this place?"

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn bows. "Lady Illirigarde, I presume? Ma'am, we're Pathfinders and we've been sent here to investigate the occultish activity around this area. Do you know anything of this phenomena? Anything that might help us with our mission?"

Dark Archive

A pained look comes over her face. "Please, find the source of these events! These compasses I made may prove useful after all." The ghostly image of the noblewoman holds out the two silvery disks.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn takes the two disks.

"Thank you, m'lady. We will do our best to get to the bottom of this. Is there anything else we can do for you?"

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

Watching with interest as Daedin discusses the items with the stranger, he keeps his blade handy.

'Hmm, not sure this would work on her. Hopefully she doesn't wish to fight'

-Posted with Wayfinder

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

Thalionwen watches as the ghostly image hands over the compasses. "What exactly are do these do?"

She attempts to discover more herself while awaiting an answer that she isn't sure will come, by casting detect magic.

detect magic, spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

"Not sure...but we should take these to Dr. Quolorum; he should know what to do with them."

If the ghostly image has nothing further to add, Daedîn will turn to leave and head back to the doctor...

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Hadzi follows Daedin out of the house and back to town.

Dark Archive

The apparition says nothing more. As you take the compasses, you note they seem insubstantial and are slowly dissolving.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

We'll take the disks back to Doctor Quolorum then...

Dark Archive

He did give you those two crystal boxes when he sent you out here, his ectoplasmic containers.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Forgot 'bout those!

Daedîn will put the disks into the ectoplasmic containers before taking them to the doctor...

Dark Archive

Doctor Quolorum is his usual hyperactive self when you return. 'You found the compasses? And my ectoplasmic containers proved useful! Most wonderful! Did you have any trouble at the manor?"

That wraps this chapter. I'll post the beginning for the next tonight. You can all draw a new Harrow card for the stat boost for the next chapter.

Dark Archive

Another letter arrives from Doctor Quolorum.

My valued hirelings!
It would seem the disturbing phenomena in Versex county are only increasing. Apparently disturbed sleep and flashes of heat lightning of a red hue are especially common, and those following the news link these events to the bloody murders of both people and beasts near an ancient Kellid site known as “the monolith.” I would like for you to investigate the strange monument, search for any clues linking this to the bizarre events, and deal with any dangerous elements to ensure these dangers no longer plague the area. I am particularly interested in ancient Kellid glyphs that might protect against the occult emanations we are dealing with.
Dr. Quolorum

Diplomacy or Knowledge (local), DC 10:
The people of Dunhob avoid the ancient Kellid ruins, believing them cursed and dangerous. Dunhob folk wisdom insists that sprinkling iron shavings near the edge of Kellid ruins protects you, since the creatures within are forced to stop and count the shavings before chasing you.

Diplomacy or Knowledge (local), DC 15:
The monolith is rumored to have a Kellid burial complex beneath it, though the few villagers brave or foolish enough to venture nearby haven’t seen anything more dangerous than a few bugs.

Diplomacy or Knowledge (local), DC 20:
Glyphs of great power are inscribed on the monolith, designed to keep a great evil within that would sweep across the land and lay waste to everything.

Knowledge (history), DC 10:
Kellid barbarians ruled this land before it was Ustalav, and, depending on the tribe, they both worshipped and warded against powerful ancient evils.

Knowledge (history), DC 15:
When the undead Whispering Tyrant conquered this part of Ustalav, he killed all the living but left many of the ancient Kellid sites untouched. After he was defeated, the Ustalavs reclaimed the land.

Knowledge (history), DC 20:
Tales tell of a group of Ustalavic nobles who fled deep into the earth through a well below the monolith to escape the Whispering Tyrant — a well that the ancient Kellids knew to be a gateway to evil. After the Whispering Tyrant was defeated in the Shining Crusade, crusaders sealed the well, trapping any surviving nobles below.

The great monolith of the ancient Kellids towers over the barren hillside. A distant flash of red lightning silently illuminates the muggy air, revealing a hole that gapes in the slope like a toothless mouth. Several dozen feet away rises a low mound of dirt and loose rock.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Knowledge (History) Untrained: 1d20 + 4 ⇒ (3) + 4 = 7

Knowledge (Local): 1d20 + 4 ⇒ (3) + 4 = 7

Not able to discern any information from the locals, Daedîn will cautiously approach the monolith...noticing the hole, he draws his bow and stealthily enters the cave/tunnel to investigate, keeping an eye open for potential foes and traps...

Stealth: 1d20 + 9 ⇒ (20) + 9 = 29

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Don't have the knowledges

Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11

The people of Dunhob avoid the ancient Kellid ruins, believing them cursed and dangerous. Dunhob folk wisdom insists that sprinkling iron shavings near the edge of Kellid ruins protects you, since the creatures within are forced to stop and count the shavings before chasing you.

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

Harrow: 1d6 ⇒ 4

Diplomacy, guidance: 1d20 + 10 ⇒ (11) + 10 = 21

"There's a Kellid burial complex beneath it, too. Apparently, nothing's come out of it save for a few bugs, but that's apparently because the wards are working - great magic inscribed on the monolith designed to trap some ancient evil, you know, the kind that would otherwise awaken and sweep away everything and everyone, that sort of thing."

Knowledge (History), guidance: 1d20 + 8 ⇒ (14) + 8 = 22

"You see, Kellid barbarians ruled this land before it was Ustalav, and depending on the tribe, they both worshipped and warded against powerful ancient evils. The Whispering Tyrant conquered this part of Ustalav for a bit, and he killed all the living...but left many of the ancient Kellid sites untouched, so there may indeed be something extraordinarily powerful - and Evil - down there. On that note, there's a tale of a group of Ustalavic nobles who fled deep into the earth through a well somewhere beneath the monolith to escape the Whispering Tyrant — one that the ancient Kellids knew to be a gateway to evil. After the Whispering Tyrant was defeated in the Shining Crusade, the crusaders sealed the well, trapping any surviving nobles below. Spoooooky, right?"

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

"No sir, no real trouble. It was a bit tame, though we did run into a couple mites. They didn't last long."

Harrow: 1d6 ⇒ 3

Listening to his companions detailed knowledge, he frowns. "Sound like we have encounter something worth our efforts at least. Perhaps something profitable lies beneath as well."

Following Daedin's lead, he draws his favored starknife and gives it a lick, before falling in step behind the scout.

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

Harrow: 1d6 ⇒ 2

"Is this really something we should be disturbing? I mean if the wards are working, perhaps we shouldn't be doing anything that might change that."

Grand Lodge

Male Human (Taldan) Alchemist (Grenadier) 1 | AC 13 T 12 FF 11 | HP 11/11 | F +4 R +4 W +1 | Init +2

Harrow: 1d6 ⇒ 5

"Just when I thought it couldn't get any weirder..."

Dark Archive

Knowledge (arcana or history) or Linguistics, DC 15:
Inspecting the monolith, you identify Gorum's Eye, an ancient symbol of protection resembling an eye in an elongated hexagon. A few of the runes around the Eye are also familiar to you, including "stone", "grave", "pit", "protection", and "evil".

Survival, DC 13:
You find the tracks of a claw-footed creature with two legs, and arms that appear to drag along the ground, leading to and from the newly-dug tunnel.

Survival, DC 23:
You also spot another set of tracks leading into the tunnel. This set is booted and seems to have been made a week or so ago.

Knowledge (engineering), DC 13:
The tunnel looks to have been dug about a week ago, using some basic hand tools.

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