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Grabbing hold of the ladder, the Elf tries to pull himself up and out of the rising water.
Climb? Swim? Does it matter?: 1d20 - 1 ⇒ (3) - 1 = 2
Instead, he slips and ends up with a mouth full of water- coughing and sputtering and trying to breathe.

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Gah! I made a cut and paste error! The second one should have been Perception! I'll keep your dice roll and switch to your Perception bonus if that would have been better than the Climb check.

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The ooze begins to wiggle and shift faster and faster, it looks like it has little legs that try to push its body further up!
Climb: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13

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Krennel scrambles at ladder easily despite the whole set-up rocking back and forth, sending a few rungs dropping but clearing them nonetheless. Meanwhile, Rel goes up quite a bit more carefully, placing his weight doing little harm to the ladder.
The remaining four Pathfinders are much less fortunate. One after another, they grab a wrong rung or are grazed by falling debris, sending them tumbling back to the water below!
Up above, Krennel and Rel lower the long carpet to hang beside ladder. With that as additional handhold and some pulling, all the Pathfinders eventually get back to ground floor.
Obstacle 5
You don't have time for a breather, however, as the whole house continues to shake very alarmingly. However, this has also sent swarms of rats in a frenzy as they also join you in fleeing the manor, but in the process blocking your way out!
You can either herd them away (Knowledge(Nature) or Handle Animal check) or tough out the situation and wade through the rats (Fortitude saving throw).
Yen Wu (19/28)
Krennel (13/18)
Rithon (18/20; fast forwarded the infernal healing)
GAB! (31/35; -2 Str; -2 Con)
Jangafzaar (15/24)
Rel
Jangafazaar: 1d6 ⇒ 6
Yen Wu: 1d6 ⇒ 5
Rithon: 1d6 ⇒ 3
GAB!: 1d6 ⇒ 6

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”My short feet are not made for these challenges! Shelyn aid us!!“
fort : 1d20 + 7 ⇒ (17) + 7 = 24

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Know Nature: 1d20 + 9 ⇒ (9) + 9 = 18
Finally certain of something, Rithon steps forward (still coughing up brackish water) and waves his cloak at the rats. "Varmin, shoo! Get away from here!

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Blorp de dorp habba dorp! The ooze fields through the rats!
Fortitude Save: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26

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With escape right before their eyes, the Pathfinders ford through the swarm of rats, expertly nudging them aside or simply charging right through, ignoring the creepy furry bodies and clammy tails brushing against your legs.
Finally, you burst out from the manor and throw yourself forward into the cover of the bushes as the groaning manor, finally no longer able to hold up its weight, collapses spectacularly throwing up broken beams and clouds of dust up in the air.
Eventually, the dust settles and the Pathfinders pick themselves up. Scanning through the debris, there is little left that can be salvage. Finding a quiet corner, the Pathfinders finally have time to go through the papers rescued from the cellar.
One set taken from the table are clearly notes left behind by the vermlek. One of the drawing shows a vermlek stepping through what looks very much like the sacrificial pit in the adjacent room. It seems that whatever diabolical energy left behind in the manor had resulted in a temporary breach that Wormgnash, the vermlek, had gotten through. What's worse, his notes — written in Abyssal — suggest that he believed he was very close to a breakthrough that would have ripped that tiny interdimensional hole much wider, allowing several of his vermlek brethren to join him on the Material Plane! You also find a rough map of Saringallow with arrows and drawings of mites scribbled on it. It indicates that the fiendish fey were soon to attack the town in order to obtain bodies for the vermleks to inhabit. It seems the earlier attempts to corrupt the youths, and rousing the goblins were attempts to serve that purpose as well, attempts which the Pathfinders thankfully foiled!
The other set of papers from the cabinet are significantly older. They are filled with descriptions of the diabolical rituals that the Sarini family had engaged in, prior to them being discovered and hanged for their crimes. Even more poignant are detailed records of seemingly every single victim of their rituals, many of them no more than children or adolescents.
Back in Saringallow, Mayor Trinelli congratulates the Pathfinders for their bravery and resourcefulness and pays them the rewards as promised for the records. When the mayor issues a report about the findings, people start lining up in front the town hall, curious to know what happened to their kin so long ago. Unlike the rather gruff and unfriendly demeanour when you first arrived, many of them approach the Pathfinders with tears of gratitude in their eyes for uncovering what had happened to their family even if it had occurred many years ago. Although it will take a long time for the damage to fully heal, a grim chapter in Saringallow’s history has at least come to close.
The End