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Vardarel - No objection here. I think if you have the Holy trait it also transfers?
I do have the holy trait and it does transfer. It hasn’t seemed to matter in this battle.
Vardarel decides to directly channel healing power into Yellow.
Heal vs undead, ◆◆, range 30’: 3d10 ⇒ (6, 3, 5) = 14 DC 21 basic Fort save
Then he continues to attempt to injure it with his holy armament.
Spiritual Armament: 1d20 + 11 ⇒ (7) + 11 = 18
Holy Piercing or Spiritual Damage: 2d8 ⇒ (8, 5) = 13

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The vampire howls in pain as Vardarel's positive goodness sears its flesh. It does laugh uproariously as the spiritual armament misses again however. "You can't seem to hit the broad side of an oak tree with that bow, priest!"
------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Hero Points: Salissa(1), Vardarel(1), Nicole(2), Bella(1), Eddie(1)
Special:
* The creatures a small. Token slightly enlarged for visibility
* Everything in the wider area is difficult terrain
Immune to Dominate: Nicole, Bella, Salissa
Before Your Turn:
DC 22 Will vs Dominate:
After Your Turn:
DC 15 Flat Check vs 1 Persistent Poison: Bella
------------------
Those with ** may go
-5-
**Salissa Greenscale - AC 24 64/82 (temp hp - 6/6; Guidance)
**Nicole Flames - AC 23 (24 w/shield) 58/58 (AC 24)
-4-
Yellow (-56; 20 < AC <= 24; E1)
**Eddie 'Bo' Leetus - AC 23 (25 w/shield) 63/63; Slimer AC 12 31/60
**Bella Sidare - AC 23 58/78 (1 Persistent Poison); Khiari AC 23
Vardarel - AC 21 (22 shield) 51/51

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Nicole chucks another bomb at the vampire to eliminate it for good.
Moderate Ghost Charge Attack, w Alchemist Goggles: 1d20 + 12 ⇒ (11) + 12 = 23 vs Yellow
Damage: 2d8 ⇒ (8, 4) = 12 vitality damage, 4 vitality splash damage fr Bomber Field Discovery, the target is Enfeebled 1 until the start of Nicole's next turn, and ignore Lesser Cover fr Alchemist Goggles
Infused Vitality: 2d4 ⇒ (4, 2) = 6 vitality damage
She throws another before she continues to raise her shield.
Moderate Ghost Charge Attack, w Alchemist Goggles, MAP: 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26 vs Yellow
Damage: 2d8 ⇒ (3, 8) = 11 vitality damage, 4 vitality splash damage fr Bomber Field Discovery, the target is Enfeebled 1 until the start of Nicole's next turn, and ignore Lesser Cover fr Alchemist Goggles
Infused Vitality: 2d4 ⇒ (3, 3) = 6 vitality damage
◆ Quick Bomber w Far Lobber feat vs Yellow
◆ Quick Bomber w Far Lobber feat vs Yellow
◆ Raise a Shield (+1 to AC)

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More ghost charge bombs from Nicole fly in. Her first misses (Marking its AC as 24) but the other one crashes right into its face. Yellow screams in agony and dissolves to mist. The mist flies towards a planter box full of dirt. As it reforms, Salissa produces a wooden stake and slams it right into the center of the creature where the heart would be.
COMBAT OVER
Inside the planter, you find the the befouling lantern. While it cannot be used without a specific ritual, Urwal will be very interested in it.
You emerge from the house back into the light. With the source of befouling corruption gone, and the threat of the Whispering Way gaining a foothold past, the survivors take a moment to relax and catch their breath. They rally their spirits and let out a cheer. Moreover, the leshies whom you saved from the undead horde each hand you an heirloom woodcarving (1 TB each, total of 4).
Upon returning to the lodge, Anemone, Pattypan, and Bogs are shocked to hear what befell the sacred site. They are equally grateful to you for your part in foiling the vampire’s scheme. Pattypan and Bogs, now doing more administrative work than adventuring, offer several treasures from their adventuring days as thanks, hoping you'll put them to better use. Pattypan and Bogs hand you a clockwork wrist grappler and a [url=https://2e.aonprd.com/Equipment.aspx?ID=3099]persona mask.
FIN
Thanks for playing!

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"That... is a vampire." Bella prepares to slap the thing in retribution but her allies are quick. Bella wishes she could drive the dagger into the vampyr to finish it off, but alas, she needs wood...
Enemy finally rolled a 1, I was so ready to use Opportune Riposte.
Bella humbly accepts the thanks, but she is quick to highlight Eddie. "Their natural sense of direction led us here just in time to help. This is Home, after all."
She makes sure to apologize to Salissa. "My deepest apologies. I did not mean- I really did feel I was surrounded by enemies, and you were the closest."
As they are dismissed from the debriefing, Bella bows to the group. "My apologies. I must return to the manor. There is one more person to apologize to. My... prejudice towards her left me easy to manipulate. While I do not completely trust her, she has done nothing wrong and deserves my respect."
Khiari smiles. She'll get Bella to trust the Rose Witch. A little bit at a time.

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Eddie watches confused as the vampire turns to mist and floats away. Then Salissa stabs it with a wooden stake? "These vampires are strange. Its no wonder the other leshies here didn't know what to do." Eddie smiles and pats everyone on the backside (its all they can reach!) in congratulations.
"Who wants berries? I got lots of yummy berries!" They let the healing berries flow.
---
Eddie's normally cream colored cap turns a blushing pink with Bella's compliment "Oh no, do not give me all the credit, I'd been eaten if it wasn't for you all!"

GM chadius |

2-23: An Agent's Obligation
The Sixwing Dixie swims along the sea, en route for Chilieax. The Southwestern coast peeks over the horizon. You are on route toward the coastal port city of Hinji, and the crew says they will dock tomorrow morning. But you're not here for sight seeing.
Venture-Captain Ambrus Valsin sent you here on a hurry. He gave you a seemingly bottomless bag containing a missive:
Experienced Pathfinders,
We recently made inroads with Lady Victiria of House Junianis, a noble family in Cheliax based in the city of Hinji. She gave us the opportunity to catalogue a series of their ancestral heirlooms that survived the Chelaxian Civil War. We sent a team of novice Pathfinders to perform the assessment, as it seemed a simple enough assignment for fresh agents.
Unfortunately, the assignment wasn’t as simple as it seemed. After the novices’ first day of examination, they did not return to the Junianis manor. Lady Victiria attempted to contact them using the resources at her disposal, and then reported to the Grand Lodge that our agents were missing.
Your task is to find our four missing Pathfinders and, if someone was responsible for their disappearances, make sure they are no longer a danger to the Society. If you find any of our agents, bring them to the Junianis manor. Lady Victiria has agreed to harbor any Pathfinders you find until your investigation is complete. Although the Junianis family has many connections in Hinji, it is important that you do not visit the Junianis manor except to drop off the missing agents for protection. You can go to Lady Junianis for additional information as a last resort, but relying on her for help might jeopardize our future relations. If the worst has happened and you find that the agents have died in the field, be sure to respectfully retrieve their remains and belongings.
After you bring the missing agents to the manor, complete the cataloguing of the heirlooms and report back to Absalom with the agents or their remains. Included with this letter are basic dossiers on each of the agents sent to Hinji, as well as a bag of holding and scrolls of gentle repose that are only to be used for the missing Pathfinders should they prove necessary. It is important that you use discretion—they were likely targeted for being members of the Society, so don’t go about flashing wayfinders and demanding answers.
Begin your search at the Waypoint Inn, where the agents were staying. The innkeeper is expecting you.
Explore, Report, Cooperate.
Amburs Valsin
Included with this information is a bag of holding (type I) as well as three magical scrolls, all of 5th rank. They are scrolls of >Peaceful Rest<. The bag also contains all of the Pathfinder Society items your requested.
You all start with 1 Hero Point. Please take this time to assign GM Glyphs and take your Pathfinder Society Provisions (usually healing potions by default.)
Hinji's underground criminal network is quite unique. Make a Society or Underworld Lore check to Recall Knowledge about it.

GM chadius |

Also included inside the bag was a description of several Pathfinders.
Tanno Kembers
- Tanno Kembers is a human man who made a living as a self-taught tomb robber.
- He first came into contact with the Pathfinder Society at a dig site in Nex, which he reached before the Society did.
- After assessing his skills and artifact collection and determining his willingness to work toward more noble ends, the Society gave him a field commission.
- Tanno is skilled at disarming traps, and is wary of potential foes at all times.
Selia Torossel
- Selia is an elf historian who specializes in the Chelaxian Civil War. She is perhaps slightly overzealous in her desire to uncover the truth of what brought Thrune to power, a dangerous topic of study.
- She is strongly affiliated with the Grand Archive faction.
- She is a novice practitioner of divination.
Jespya
- Jespya is a halfling martial artist, a skilled unarmed combatant with a reputation for bravery.
- They joined the Pathfinder Society after their partner died in the field.
- They are one of Marcus Farabellus’s favored pupils for their efficient yet overwhelming combat tactics.
- They were assigned to this mission as protection for the other, less combat-capable agents.
- They requested not to be resurrected in the event of their death.
Kiiruba
- Kiiruba appears to be a human woman, but she is actually a kitsune who favors her tailless human form.
- She is proficient in diplomacy and emissary’s duties and dreams of seeing the world.
- She was recruited to the Society through the Lantern Lodge. This is her first mission after completing her Confirmation in Absalom to become a full agent.

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Having read Ambrus’s letter, Vardarel immediately hides his wayfinder. He removes the aeon stone from it and puts it in a belt pouch so he can use it once the mission is underway.
He then spends a little time reading through the dossiers.
“Rather grim mission this time. I hope we don’t have to use these scrolls.”
Vardarel's Society (T): 1d20 + 9 ⇒ (5) + 9 = 14 Information on Cheliax changes so fast in elven terms.
Scroll of 3rd rank Heal for provisions. I think we have enough glyphs where everyone has two hero points.