
![]() |

"Sadness and woe to those who do not check for traps perhaps," Angoldir says as he finishes brewing a pair of extracts. He drinks one and pockets the other as he walks to the door in question. "And given that the moaning has endured this long, surely it can wait a few seconds more." Qadar trills encouragingly from his shoulder as Angoldir inspects the door.
Angoldir drinks his extract of heightened awareness and looks for traps on the door.
Perception, Trapfinding, Heightened awareness: 1d20 + 7 + 1 + 2 + 1 ⇒ (7) + 7 + 1 + 2 + 1 = 18
(If needed) Disable Device, Trapfinding, Guidance: 1d20 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14
As he works, Angoldir tries to identify what is making the sound. Is it humanoid? Or perhaps something that once was humanoid... he thinks calmly.
Knowledge (any): 1d20 + 8 + 1d6 + 2 + 1 ⇒ (20) + 8 + (6) + 2 + 1 = 37 (Overkill much?)

GM Picatrix |

The mournful wailing grows louder with each step toward the door at the end of this musty hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken. The door does not appear to be trapped. The moaning sounds like it comes from a person in distress.
What would you like to do now?

![]() |

If nobody objects, Psamtic will burst the door open in the most dramatic way possible. If it looks like there's a ghost on the other side, she'll drop her hammer. If it looks like ANYTHING else, she'll sheath the dagger, though I assume either of those actions will happen on her turn if/when initiative is rolled.

![]() |

Speaking as the second strongest person in the party Zoot says "Sure, go for it and if anyone has any problems with it they can answer to me!" She grits her teeth and makes a tiny fist. It's like being threatened by a chipmunk.

GM Picatrix |

The door is locked and seems barricaded.
Assuming nobody objects, I need a STR check!

![]() |

Speaking as the second strongest person in the party Zoot says "Sure, go for it and if anyone has any problems with it they can answer to me!" She grits her teeth and makes a tiny fist. It's like being threatened by a chipmunk.
Who're you calling "second strongest"?!

![]() |

Ja'ali will cast Mage Armor on Bhenqai.
"Need any help there, Psamtic?"

![]() |

Unless it's possible to assist Psamtic via Disable Device, Angoldir will try to help push down the door.
Strength check to Aid Another: 1d20 - 2 ⇒ (13) - 2 = 11
Excellent. Psamtic gains a +4 bonus from Angoldir and a +1 bonus from guidance via Qadar.

![]() |

Woo! We'll turn rage on as we burst through the door!
Strength check: 1d20 + 6 + 4 + 1 ⇒ (17) + 6 + 4 + 1 = 28
"No. I don't need any help. Just want to get rid of this damned headache from this awful screaming. FOUL BEAST! LEAVE THIS MAIDEN ALONE! SHE'S BEEN CRYING FOR THE ENTIRE TIME WE'VE BEEN HERE AND IT'S GETTING ANNOYING!"
*CRACK*

GM Picatrix |

With Psamtic’s aided, guided, raging strength check, some of the barricades blocking the door are shoved out of the way and the door is partly cracked open. You hear a yelp of fright and the twang of a crossbow string, along with some ranting and raving about “angry bones”. Because the door is only cracked you get a +4 bonus to your AC
crossbow: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 ⇒ 2
The barricade is now partly breached and the door cracked open, but there’s still more stuff barricading the door. What would you like to do?

![]() |

Angoldir puts a hand on Psamtic's shoulder as she rebounds from the door. "That sounds like a person inside - a live one - who may not be our enemy. Let us try to calm them before damaging the door further."
Turning to the doorway, Angoldir calls out, "Easy there! We are not undead creatures." He motions for Ja'ali to come forward. "You have a better way with words than I do," he says softly to his companion. Qadar hops onto Ja'ali's shoulder and tweets encouragingly.
Diplomacy to Aid: 1d20 + 8 ⇒ (4) + 8 = 12
Excellent. Ja'ali gains a +4 bonus to Diplomacy from Angoldir and a +1 bonus from Qadar's guidance.

![]() |

"Indeed! We're here to help you out of here!"
Diplomacy w/Aid and Guidance: 1d20 + 11 + 4 + 1 ⇒ (5) + 11 + 4 + 1 = 21

GM Picatrix |

“No no no! This is a trick of the dead one, the dead one who speaks!” He continues muttering, although he does pause for a few moments when you speak to him.
To save us some time: mechanically, you need more diplomacy checks as he started out hostile. You just got him from hostile to unfriendly.

![]() |

Dead one who speaks?
"No! We are Pathfinders sent here by the mayor of Kassen! We are here to help you!"

![]() |

Angoldir addresses him again. "We do not know of this dead one you speak of, but we breathe and grow old like all mortals." He nods affirmatively to Ja'ali as Qadar burbles happily.
Diplomacy to Aid: 1d20 + 8 ⇒ (12) + 8 = 20
Again, +4 from Angoldir and +1 from Qadar.

![]() |

"We also enjoy sharing carnal knowledge too, so you know we are definitely alive!" interjects Zoot helpfully.
diplomacy (aid): 1d20 + 2 ⇒ (18) + 2 = 20

![]() |

"I really hope I'm not a dead one. That would be unfortunate. This tomb is much too small for my tastes."
Diplomacy (aid): 1d20 - 2 ⇒ (20) - 2 = 18

GM Picatrix |

”You’re going to help me?! Get me back to town? It wasn’t supposed to happen like this! Where’s my sister Dimira?! The voice took her! She must be alive still; I know it!”
After talking with the man for a bit he calms down and you’re able to piece a few things together. He and a small group of villagers came to prepare the crypt for your party by setting traps (with pillows at the bottom so as not to be actually too dangerous). They arrived here 3 days ago and were attacked 2 days ago. There were six villagers total, but only he and his sister are left alive. After setting up the traps on the first level of the dungeon, they were attacked by the “walking bones” in the middle of the night. He knows little about the leader of the undead, just that there is “one with the voice of death, who stalks these halls in ancient mail.” He can offer no advice on how to overcome the perils of the crypt, as he simply does not remember most of them. He knows that the PCs will need “the shields and the keys” and he also mentions that the PCs will need to go for a swim, but he cannot remember where.
There are a number of bedrolls here, a pair of bullseye lanterns with 4 flasks of oil, 5 days’ worth of rations, and two potions that are labeled as “healing.”
What would you like to do now?

![]() |

Angoldir frowns. "Why would you set traps for us?" he asks, puzzled. "And pillows? Of all things..."
Regardless, he looks over the man for visible injuries and tries to reassure him. "Perhaps you would prefer to wait outside with our donkey and cart while we locate your sister," he suggests. "We would certainly accompany you, and you could rest easier knowing we would not let any undead get past us."
Heal: 1d20 + 1 ⇒ (17) + 1 = 18
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24

![]() |

Setting traps for us in particular? What were they attempting to hide?
"This voice-of-death skeleton sounds like he needs to be crushed like the others. I vote we head up those stairs right now and surprise the undead freak."
Psamtic is rearing to go, and sheathes the dagger in the meantime.

![]() |

"We still have the doorway to the north," Angoldir says as he puts a cautionary hand on Psamtic's shoulder. "Perhaps these shields and keys we need can be found there. I'd hate to rush into another situation like the shade, wouldn't you?"

![]() |

”You’re going to help me?! Get me back to town? It wasn’t supposed to happen like this! Where’s my sister Dimira?! The voice took her! She must be alive still; I know it!”
After talking with the man for a bit he calms down and you’re able to piece a few things together. He and a small group of villagers came to prepare the crypt for your party by setting traps (with pillows at the bottom so as not to be actually too dangerous).
"Wow!" Zoot says in amazement to Angoldir and Ja'ali. "Your village goes all-out for birthday parties. We never got to do anything fun in the convent. What do we need shields and keys for? Is there locked door?"
They arrived here 3 days ago and were attacked 2 days ago. There were six villagers total, but only he and his sister are left alive. After setting up the traps on the first level of the dungeon, they were attacked by the “walking bones” in the middle of the night. He knows little about the leader of the undead, just that there is “one with the voice of death, who stalks these halls in ancient mail.” He can offer no advice on how to overcome the perils of the crypt, as he simply does not remember most of them. He knows that the PCs will need “the shields and the keys” and he also mentions that the PCs will need to go for a swim, but he cannot remember where.
"Skinny dipping!" Zoot says excitedly and then she remembers who she is with and her enthusiasm is slightly dampened. Really, really skinny dipping.

GM Picatrix |

”The traps … they-they’re a … a tradition! Villagers … we come to the crypt every year … make it into an … an adventure! But this year … walking bones!!! And the dead one who speaks!!!” He trembles and twitches as he tries to answer your questions.
”Y-yes … wait outside. P-please! You must find Dimira!”
Roldare agrees to be escorted outside and to wait there with the donkey and cart. You’re able to get him there without incident going back through areas you’ve already cleared.
Where to now?

![]() |

Psamtic will follow Angoldir's direction and head to the northern door in the first room. She frowns when she sniffs it, but is willing to open it nonetheless. The entire time she grumbles "It smells like beetles. That's the door that'll run us into another shade, but alright. Just get us all killed. I didn't need the paycheck anyways."
Ready to go! North door, here we come!

GM Picatrix |

You’ve already well-established that you check all doors for traps. In an effort to keep the game moving, I’ll use Angoldir’s take-20 perception, including guidance from the bird, on all doors unless in combat or you specifically state otherwise. I’ll also use his take-20 disable device for locks.
After checking the door for traps and finding it to be trap-free but locked, Angoldir is able to get the lock open. The Pathfinders open the door.
In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.
What would you like to do?

![]() |

"Who said that!?"
Zoot utters a brief prayer to the Spirit of Abandon for guidance.

![]() |

"Well. I'm not a particularly magical individual." Psamtic says as she turns around.
She throws Zoot into the room. Oh. She fell over. I should be softer with her next time. She then turns to Ja'ali and approaches with the same intent.

![]() |

Ja’ali and Bhenqai walk out ahead of Psamtic.
”I really don’t like the sound of that...”
Detect magic into the room.

![]() |

Angoldir slides past Psamtic and studies the room. "If magic is the key, perhaps we can detect it," he suggests.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

GM Picatrix |

The fair young priestess wonders aloud where the voice came from, then calls upon Arshea for divine guidance.
Mmm, I think throwing fellow party-members without first getting permission of some sort pushes up against the “no PVP” PFS rule, even if it is just out-of-combat RP stuff.
Angoldir takes a look down into the pool. At the bottom are seemingly dozens of keys, all nearly identical. Ja’ali soon discovers that one of the countless keys radiates magic. Describing which of the keys is the source of the magic aura is nearly impossible to do from the surface, however. The pool is 40 feet deep.
What would you like to do now?

![]() |

Angoldir retrieves his alchemy kit and starts mixing two powders in a bit of water. "It will take me a minute, but I can produce an extract that helps a person swim like a fish. Unfortunately, it will only be effective on me - perhaps it will be enough to help these old limbs tread water. Once at the bottom of the pond, I should be able to locate the key with the aura Ja'ali described before returning to the surface. Or perhaps someone else has a more graceful solution?"
Angoldir can use an extract of monkey fish to get a 10 ft swim speed and the ability to Take 10 for Swim checks of 16. He can use his racial SLA to cast detect magic at the bottom before coming back up.

![]() |

Mmm, I think throwing fellow party-members without first getting permission of some sort pushes up against the “no PVP” PFS rule, even if it is just out-of-combat RP stuff.
Right. You should always cast charm on them first. ;)

GM Picatrix |

Angoldir becomes part elf, part monkey, part fish, and swims down to the bottom of the pool in search of the magic key. Once he reaches the bottom he casts detect magic and is easily able to determine which of the dozens of keys has the magic aura.
You got magic key! What’s next?

![]() |

After drying himself off, Angoldir studies the two remaining doors. "Perhaps this one to the north?" he suggests. "And if it opens into a hallway, we can check the south door before departing."

![]() |

Psamtic offers to sniff the doors. XD
Always follow the left wall is my guidance when I don't have a preference! The southern door is my pick.

GM Picatrix |

Neither of the two doors appears to be trapped. The southern door is locked. The magic key you just found is ill-fitted for the locked door, but the scorched key you found in the room with the shadow seems to be the correct key.
What’s next?

![]() |

Angoldir shrugs. "Perhaps the southern door then," he suggests. "And should it lead elsewhere, we can check the northern door as well. I would hate for something to sneak up behind us."
Should no one else prove willing, Angoldir will use the scorched key on the locked door and open it.

GM Picatrix |

A small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
Another door around a corner past the room with the bench appears to be neither locked nor trapped.
What would you like to do now?

![]() |

Bhenqai Perception: 1d20 + 13 ⇒ (13) + 13 = 26
Telepathically tells Ja'ali about the thing.
"Weird. Why is Kassen wearing an amulet like the mercenary leader's?"

![]() |

"Hmm?" Angoldir replies. "How odd indeed. Do the amulets look like shields? Or as if they could fit together? Best to bring them with us in any case."

![]() |

From my understanding they’re just images on a mural, not physical amulets.

GM Picatrix |

Yeah, the amulets are worn by the figures in the mural; not actual amulets. What's everyone doing now?

GM Picatrix |

The door exiting this area (where your token is)? or the northern door from the previous room (with the pool) that Angoldir previously suggested checking/clearing?