
Albrecht Jaeger |

Albrecht decided to save the poisoned arrow for later. He did not use it this round

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Flory steps into the room and confronts the spider bloke, her cloak floating about her shoulders.
”Poor hungry thing”, she says. ”This meal will be your last”
Stride, Cast shield, Demoralize
Intimidation: 1d20 + 5 ⇒ (17) + 5 = 22

GM Farol |

Flory moves inside and shields herself, then she tries to intimidate walking spider-man. Despite that it does not understand her, he seems frightened. Success even with -4 for not understanding you.
Pink spider-man walks toward Bonnie and tries to bite her.
Jaws@Bonnie: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13
Jaws, piercing: 1d8 + 6 ⇒ (6) + 6 = 12
Claws@Flory: 1d20 + 11 - 4 - 1 ⇒ (4) + 11 - 4 - 1 = 10
Jaws, piercing: 1d8 + 6 ⇒ (8) + 6 = 14
But it misses twice.
Then the spider strikes Mary, then Arity and Mary again
Jaws@Mary: 1d20 + 9 ⇒ (11) + 9 = 20 Miss due to nimble dodge
Damage, piercing: 1d6 + 2 ⇒ (6) + 2 = 8
Jaws@Arity: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
Damage, piercing: 1d6 + 2 ⇒ (3) + 2 = 5
Jaws@Mary: 1d20 + 9 - 10 ⇒ (1) + 9 - 10 = 0
Damage, piercing: 1d6 + 2 ⇒ (3) + 2 = 5
But it misses three times.
★★★
Spiders on the table Round 2 and 3
Terrain: Dining room
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Albrecht (26/26 HP)
➤ Arity (22/22 HP)
➤ Bonie (26/26 HP) │ glued to table DC20 to escape
Pink creature (-13 HP)
blue spider (-11 HP)
➤ Mary (24/24 HP)
➤ Flory (20/20 HP)
➤ Mylos (22/22 HP)

Marysiel |

Miss due to nimble dodge...
Miss due to nimble dodge
Be still my beating heart! I think that's the first time ever that Nimble Dodge has turned an otherwise hit into a miss. And for it to happen twice in one encounter? Maybe the feat was worth getting after all.
Mary faces off against her new opponent. She feints to the left, then cuts right, hoping to catch the spider off-balance before plunging her rapier into it.
Action 1 (◆): Feint vs Blue Spider
Deception (Feint) vs Blue Spider Perception DC: 1d20 + 4 ⇒ (15) + 4 = 19
Peeking into the GM's screen for Initiative, it appears that the spiders have a Perception of +7, so the feint should have worked and the blue spider should now be flat-footed to Mary's next melee attack.
Action 2 (◆): Strike (Rapier) with Thief Racket and Sneak Attack vs Flat-Footed Blue Spider.
Rapier Attack: 1d20 + 8 ⇒ (14) + 8 = 22 vs Flat-Footed
Rapier Damage: 1d6 + 4 ⇒ (4) + 4 = 8 piercing damage
Sneak Attack Damage: 1d6 ⇒ 2 precision piercing damage
If a crit, double the previous damage and add
Rapier Deadly 1d8: 1d8 ⇒ 4 piercing damage
If history is anything to go by, that should be the end of the blue spider.
With her spidery nemesis destroyed, Mary turns her sights on the remaining creature, whatever it is. Knowing that she cannot reach the creature and attack it in the time she has left, she instead drops her rapier, whips out her shortbow and sends an arrow into it.
Action (◇): Release - Rapier
Action 3 (◆): Quick Draw
- Action: Interact - Take shortbow in hand
- Action: Strike (Shortbow) with Thief Racket and MAP1 vs Pink Creature.
Shortbow Attack: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19
Shortbow Damage: 1d6 ⇒ 4 piercing damage
If a crit, double the previous damage and add
Shortbow Deadly 1d10: 1d10 ⇒ 10 piercing damage

Bonnie Anne |

Bonnie looks into the creature's maw.
"Wow, you're ugly."
Ignoring the fact that she's stuck to the table, she recharges her Spellstrike ◆ and brings down another flaming strike on the ugly.
◆◆ Spellstrike: 1d20 + 8 ⇒ (16) + 8 = 24
Slashing: 1d8 + 4 ⇒ (6) + 4 = 10 plus Force: 1 = 1 plus Fire: 1d4 + 3 ⇒ (3) + 3 = 6

Arity Bell |

<>Arity will try to aid Flory's Next attack
YOU GOT THIS FLORY!: 1d20 + 12 ⇒ (17) + 12 = 29
<>Then Stride (hopefully no AoOs around to flank
<>Then stab (don't have panache yet because Flory hasn't taken her attack.
attack vs. flanking: 1d20 + 8 ⇒ (9) + 8 = 17
damage if hit: 1d6 + 2 ⇒ (4) + 2 = 6

Albrecht Jaeger |

"A web lurker. Interesting..." Albrecht considers what evasive actions a web lurker might take.
devise a stratagem: 1d20 ⇒ 20
Confident in his ability to to strike effectively Albrecht selects his final poisoned arrow , aims carefully and looses it at the humanoid arachnid hitting it squarely between its eight eyes.
20+8=28 to hit on pink
damage-piercing: 1d6 ⇒ 1
strategic strike: 1d6 ⇒ 4
deadly: 1d10 ⇒ 7
DC 16 save for pink-modified hunting spider venom
He then enters the room and draws a dagger.
◇ Devise a Stratagem, ◆ Strike, ◆ Stride, ◆ Interact-draw weapon

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Flory curtsies at Arity. ”Why thank you dear”, she replies. ”Say goodbye to the nice man”
She gestures, and her billowing cloak lashes out at the spider.
Cast gouging claw, Cast shield
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

GM Farol |

Peeking into the GM's screen for Initiative, it appears that the spiders have a Perception of +7, so the feint should have worked and the blue spider should now be flat-footed to Mary's next melee attack.
The standing spider monster, pulls out his minigun and sends a series of magically enhanced bullets at Mary yelling "Never look behind the screen!"
Kidding, I am using screen as my way to hide the bearing parts from players. At the same time I am totally cheating on initiative! I roll dices and then shuffle and position folks however I like to rather stick to block initiative. My aim is more for the game to have the right speed than for init to be accurate.
Mary feints the spider and strikes it with her rapier, piercing it through. Spider falls to the ground. Success on feint, strike + sneak but not a crit, spider is dead.
Then she pulls a bow and sends an arrow, but Bonnie in the way make her arrow to fly to high. AC is right 19, miss due to soft cover.
Bonnie is glued to the table, but she likes it that way, she strikes the spider channeling her spell through her strike and hits the ugly creature. Pink -17
Then in a well-coordinated attack of Albrecht, Flory and Arity the creature falls to the ground, first twitching and then stopping entirely.
End of combat!
You look around for any threats and find none. At the back of the dish cabinet, among the assorted tin cups, is a matched pair of tarnished silver goblets, worth 20 gp as a set.
In the room lies the bodies of the spider and web lurker. It would take a bit of time to clear the room from cobwebs. The doors north from here are barricaded and lead to the kitchen.
The heroes wonder what to do now, since they are free of any scratches!

Marysiel |

Mary picks up her rapier and returns all her weapons to their sheaths. She looks around and notices with satisfaction that her companions have all emerged from the fight unscathed this time. "Wow! This place is infested. Good thing they're not that tough to kill."
When they come across the silver goblets, she says, "Sweet! I'm pretty sure these'll be worth a pretty penny to someone back in Otari." She drops them into her backpack.
Since no one said otherwise, I have Mary wearing the Hand of the Mage on the loot list.
Once they've thoroughly searched the dining room, Mary slips out the entrance, and with Albrecht's help, examines the other door at the end of the hallway. Once satisfied that it is unlocked and free of traps, she steps back to give Bonnie a chance to go in first.
Activity: Search with (Perception +8) - SECRET

Albrecht Jaeger |

Albrecht will follow Marysiel's lead and search the current room then give the nearby door a quick check as well.

GM Farol |

Bonnie Anne, Scout: 1d20 + 5 ⇒ (9) + 5 = 14
Albrecht Jaeger, Search: 1d20 + 9 ⇒ (16) + 9 = 25
Mary, Avoid Notice: 1d20 + 11 ⇒ (4) + 11 = 15
Mylos Knaven, Investigate: 1d20 + 5 ⇒ (19) + 5 = 24
Arity Bell, Search: 1d20 + 5 ⇒ (15) + 5 = 20
Flory Bunzer, Detect Magic: 1d20 + 6 ⇒ (16) + 6 = 22
Spider, r: 1d20 + 7 ⇒ (3) + 7 = 10
Spider, g: 1d20 + 7 ⇒ (15) + 7 = 22
Spider, b: 1d20 + 7 ⇒ (6) + 7 = 13
Spider, y: 1d20 + 7 ⇒ (19) + 7 = 26
You check the door and they seem clear, so Bonnie opens them.
Thick cobwebs fill this long room, making it difficult to see the details of the room’s furnishings. Along the south wall is a round table surrounded by wooden chairs. Sturdy wicker chairs gather in a loose circle in the western half of the room. One door stands in the eastern wall, while another stands to the north. A sconce along the wall over the table is partially covered with a dark cloth.
You hear and see a couple of giant spiders that spring to action.
★★★
Spiders on the wall Round 1
Terrain: Living room
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Albrecht (26/26 HP)
➤ Mylos (22/22 HP)
Green (- HP)
Yellow (- HP)
Bonie (26/26 HP)
Mary (24/24 HP)
Flory (20/20 HP)
Arity (22/22 HP)
Red (- HP)
Blue (- HP)
And another spider fight, throwing it more and more at you to find the breaking point.

Albrecht Jaeger |

Albrecht steps into the room and considers his options.
devise a stratagem vs green: 1d20 ⇒ 1
After deciding against attacking the cluster of spiders and that attacking the nearest spider would be the best tactic he draws a flask from a belt pouch and hurls it at the spider.
bottled lightning vs yellow: 1d20 + 6 ⇒ (4) + 6 = 10
1 splash damage to yellow
"Oh dear. Perhaps I miscalculated."

GM Farol |

Botting Mylos
Mylos looks at the yellow spider in an intimidating manner
Intimidating glare@Yellow will save dc: 1d20 + 8 ⇒ (16) + 8 = 24 Success Yellow frightened 1
Then he shields himself.
Albrecht tries to find a way to attack green spider but he does not see a way, so he throws bomb at yellow. He hits the wall splashing ti with a bit of electricity. Yellow -1
Green spider shots web at Albrecht
Web: 1d20 + 5 ⇒ (1) + 5 = 6
Then it gets closer and tries to bite him
Jaws@Albrecht: 1d20 + 9 - 5 ⇒ (8) + 9 - 5 = 12
Damage, piercing: 1d6 + 2 ⇒ (1) + 2 = 3
The yellow spider spits web at Bonnie
Web@Bonnie: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
And then also moves in and bites Albrecht
Jaws@Albrecht: 1d20 + 9 - 5 - 1 ⇒ (12) + 9 - 5 - 1 = 15
Damage, piercing: 1d6 + 2 ⇒ (4) + 2 = 6
Spider web flies over your head, while jaws are completely off target.
★★★
Spiders on the wall Round 1
Terrain: Living room
Battlemap
──────────
BOLD IS UP!:
──────────
Albrecht (26/26 HP)
Mylos (22/22 HP)
Green (- HP)
Yellow (-1 HP) │ frightened 1
➤ Bonie (26/26 HP)
➤ Mary (24/24 HP)
➤ Flory (20/20 HP)
➤ Arity (22/22 HP)
Red (- HP)
Blue (- HP)

Marysiel |

In a bored voice filled with irony, Mary says, "Oh look! More spiders. How shocking!" Once again she's a little slow off the mark. Pulling herself together, she runs into the room and heads into a defensive position in the back corner next to one of the slower spiders. Whipping out her rapier, she stabs at it twice.
Action 1 (◆): Stride (35 feet)
Action 2 (◆): Quick Draw
- Action: Interact - Take rapier in hand
- Action: Strike (Rapier) with Thief Racket and Surprise/Sneak Attack vs Flat-Footed Blue Spider.
Rapier Attack: 1d20 + 8 ⇒ (19) + 8 = 27 vs Flat-Footed
Rapier Damage: 1d6 + 4 ⇒ (3) + 4 = 7 piercing damage
Sneak Attack Damage: 1d6 ⇒ 6 precision piercing damage
If a crit, double the previous damage and add
Rapier Deadly 1d8: 1d8 ⇒ 2 piercing damage
Action 3 (◆): Strike (Rapier) with Thief Racket, Surprise/Sneak Attack and MAP1 vs Flat-Footed Blue Spider.
Rapier Attack: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13 vs Flat-Footed
Rapier Damage: 1d6 + 4 ⇒ (2) + 4 = 6 piercing damage
Sneak Attack Damage: 1d6 ⇒ 3 precision piercing damage
If a crit, double the previous damage and add
Rapier Deadly 1d8: 1d8 ⇒ 1 piercing damage

Bonnie Anne |

I'm going to assume Mary took down Blue. Bonnie will move to flank with Mary ◆ if Blue is still up (sorry, Albrecht, but Mary would need the flank more).
◆◆ Spellstrike: 1d20 + 8 ⇒ (10) + 8 = 18
Slashing: 1d8 + 4 ⇒ (4) + 4 = 8 plus Fire: 1d4 + 3 ⇒ (2) + 3 = 5

GM Farol |

Mary moves in, takes out her rapier, and pierced the spider through letting it fall to the ground. First attack crit and blue is dead. One action remaining
Bonnie moves in and strikes at other spiders hitting them with fire. Yellow -13
★★★
Spiders on the wall Round 1
Terrain: Living room
Battlemap
──────────
BOLD IS UP!:
──────────
Albrecht (26/26 HP)
Mylos (22/22 HP)
Green (- HP)
Yellow (-14 HP)
Bonie (26/26 HP)
➤ Mary (24/24 HP) │ One action pending
➤ Flory (20/20 HP)
➤ Arity (22/22 HP)
Red (- HP)

Marysiel |

➤ Mary (24/24 HP) │ One action pending
Cut and Paste...
With her spidery nemesis destroyed, Mary turns her sights on the other one she got the drop on. Knowing that she cannot reach it and attack it in the time she has left, she instead drops her rapier, whips out her shortbow and sends an arrow into it.
Action (◇): Release - Rapier
Action 3 (◆): Quick Draw
- Action: Interact - Take shortbow in hand
- Action: Strike (Shortbow) with Thief Racket, Surprise/Sneak Attack and MAP1 vs Flat-Footed Red Spider.
Shortbow Attack: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21 vs Flat-Footed
Shortbow Damage: 1d6 ⇒ 3 piercing damage
Sneak Attack Damage: 1d6 ⇒ 6 precision piercing damage
If a crit, double the previous damage and add
Shortbow Deadly 1d10: 1d10 ⇒ 5 piercing damage

Arity Bell |

<>Move next to spider
<>Aid another Albrect
"Albrect! You are so good at discovering weak points, you can take this guy down easily!"
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20
<>
Attack adjacent spider, no panache: 1d20 + 8 ⇒ (12) + 8 = 20
damage if hit: 1d6 + 2 ⇒ (3) + 2 = 5
MAJOR TAKEAWAY, ALBRECT HAS +1 AID ANOTHER BONUS TO HIT SPIDER, I DO NOT GET PENACHE BECAUSE OF COURSE I DON'T.

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Flory approaches the spider by the doorway.
”Poor little thing”, she says. ”We could have been such jolly friends”
She sweeps her arm toward the spider, and her cloak whips out at it.
Stride, Cast gouging claw
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

GM Farol |

Mary drops her rapier and quickly draws bow and sends an arrow at red spider. Red -9
Arity aids Albrecht and strikes yellow, taking the spider down. Yello hit and killed.
Flory moves closer and swipes her hand which morphs into a claw, but misses.
Red spider moves toward Mary and tries to bite her
Jaws@Mary: 1d20 + 9 ⇒ (4) + 9 = 13
Damage, piercing: 1d6 + 2 ⇒ (6) + 2 = 8
Jaws@Mary: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Damage, piercing: 1d6 + 2 ⇒ (4) + 2 = 6
But the spider misses each time.
★★★
Spiders on the wall Round 2
Terrain: Living room
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Albrecht (26/26 HP)
➤ Mylos (22/22 HP)
Green (- HP)
Yellow (-14 HP)
Bonie (26/26 HP)
Mary (24/24 HP)
Flory (20/20 HP)
Arity (22/22 HP)
Red (-9 HP)

Albrecht Jaeger |

<>Aid another Albrect
"Albrect! You are so good at discovering weak points, you can take this guy down easily!"
devise a stratagem vs green: 1d20 ⇒ 17
"Indeed. As a matter of fact I believe I see precisely where to strike."
Albrecht draws his rapier and thrusts it at the spider's head.
17+8+1=26 vs green
damage-piercing: 1d6 ⇒ 1
strategic strike: 1d6 ⇒ 2
deadly?: 1d8 ⇒ 3
rapier: 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 13
damage-piercing: 1d6 ⇒ 2
deadly?: 1d8 ⇒ 8
◇ Devise a stratagem, ◆ Draw Rapier, ◆ Strike, ◆ Strike

GM Farol |

Albrecht device a strategem and strikes at green. And his strike is on point, altho a bit weak. Hit for Green -3
His second strike misses.
★★★
Spiders on the wall Round 2
Terrain: Living room
Battlemap
──────────
BOLD IS UP!:
──────────
Albrecht (26/26 HP)
➤ Mylos (22/22 HP)
Green (-3 HP)
Yellow (-14 HP)
Bonie (26/26 HP)
Mary (24/24 HP)
Flory (20/20 HP)
Arity (22/22 HP)
Red (-9 HP)

GM Farol |
1 person marked this as a favorite. |

Mylos moves and enhances Albrechts weapon.
Green strikes at Albrecht and then Flory
Jaws@Albrecht: 1d20 + 9 ⇒ (6) + 9 = 15
Damage, piercing: 1d6 + 2 ⇒ (6) + 2 = 8
Jaws@Flory: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
Damage, piercing: 1d6 + 2 ⇒ (3) + 2 = 5
Jaws@Albrecht: 1d20 + 9 - 10 ⇒ (8) + 9 - 10 = 7
Damage, piercing: 1d6 + 2 ⇒ (3) + 2 = 5
But the spider catches only air. Wow my rolls are garbage! I really for sorry for you, as at one point it will turn around.
★★★
Spiders on the wall Round 2
Terrain: Living room
Battlemap
──────────
BOLD IS UP!:
──────────
Albrecht (26/26 HP)
Mylos (22/22 HP)
Green (-3 HP)
➤ Bonie (26/26 HP)
➤ Mary (24/24 HP)
➤ Flory (20/20 HP)
➤ Arity (22/22 HP)
Red (-9 HP)

Marysiel |

Mary tries to distract the spider by throwing her shortbow off to one side and flattening herself against the wall...
Action (◇): Release - Shortbow
Action 1 (◆): Create a Diversion vs Red Spider
Deception (Create a Diversion): 1d20 + 4 ⇒ (6) + 4 = 10 vs Red Spider Perception DC
Well, that didn't work.
...but the giant spider's attention is not so easily diverted. "This one seems smarter than the others." Mary then feints right to get the spider to make an opening for her to strike...
Action 2 (◆): Feint vs Red Spider
Deception (Feint): 1d20 + 4 ⇒ (3) + 4 = 7 vs Red Spider Perception DC
Great! I believe that's just barely a crit fail, so Mary is now flat-footed against melee attacks the target attempts against you until the end of your next turn.
...but Mary slips on some gravel and nearly falls over. Swinging her arms around wildly to keep her balance, she whips out her shortsword and takes a swing at the spider.
So much for catching the spider flat-footed. Time to try a plain vanilla strike.
Action 3 (◆): Quick Draw
- Action: Interact - Take shortsword in hand
- Action: Strike (Shortsword) with Thief Racket vs Red Spider.
Shortsword Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Shortsword Damage: 1d6 + 4 ⇒ (6) + 4 = 10 slashing damage
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Bonnie Anne |

*cough cough* There are other ways of getting creatures flatfooted!
Bonnie will enter her arcane cascade ◆, and then:
If Red is still up (or if GM allows us to retcon), Stride ◆ to flank Red, and Strike ◆.
If Red is down, recharge Spellstrike ◆ and then cast laughing shadow ◆, teleporting behind Green and striking.
Longsword: 1d20 + 10 ⇒ (14) + 10 = 24 vs flanking (either way)
Slashing: 1d8 + 4 ⇒ (3) + 4 = 7 plus Force: 1 = 1

GM Farol |

Mary tries to create a diversion and feint, but multiple-eye creatures are not easily misled. Yet the good old shortsword in the head works always. Hit and kill.
Bonnie recharges and teleports behind the spider Do you still have focus point at that point? I think you do. Anyway I guess since you are flanking, and you have hand free, you deal extra 3 dmg right from your stance
And strikes with longsword taking the last of the spiders down. The strike was short by couple of HP but let us close the fight at this point.
You look at the room which once again is still. The covered torch hanging along the south wall is an everburning torch, providing a safe source of light. The thick cloth cover blocks the torch’s light when it’s not needed or wanted.
On the eastern wall, there is a single door to a room that you believe cannot be accessed from the corridor.
Well done, I think that was the last fight with the spiders ;)

Marysiel |

Mary picks up her weapons and cleans the spider guts off them with some cobwebs before putting them away. "I sure hope that's the last of the spiders. If this whole fishing camp thing doesn't pan out, we can always start an extermination business." She pulls the torch off the wall and examines it. "Huh, an Everburning Torch. That'll be worth a few gold back in town." She tosses it into her backpack as she heads over to the eastern door to look it over. "How about we look in here next, Albrecht?"
Activity: Search with (Perception +8) - SECRET

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Flory’s ears perk up at the mention of the everburning torch. ”Shiny treasure indeed”, she says, ”for such grubbiness”
She wanders into the room, as the others prepare to leave. Looking around, she tries to glean the room’s original function, that might require such an item.

Albrecht Jaeger |

"Indeed. Proper illumination is quite important." Albrecht examines the door before gesturing for someone to open it.

GM Farol |

You rest and refocus while investigating ever-burning torch. You believe that the room that you cleared was a living room.
After checking on the door you open, you can see an empty storage room.
This square room has one door in each wall. The walls have hooks for outerwear, benches, and boot racks. Thick cobwebs hang in the corners and some of the doorways. So there are door from the hallway ;) But there is nothing of interest there, you can hang your coats
You go and check the other door Door east
A battered oak desk stands almost in the center of this dusty, damp room. Behind it, a row of cabinets lines the far wall. The sole window is shuttered, but one of the shutters hangs askew, letting in a stream of light. Several stools stand scattered around the room.
You believe that would be the office, on the desk you find old ledgers, and writing supplies.
When you search the office, you find writing set in the desk drawer, protected in a wax-sealed box from the damp air. In addition, the camp’s first aid kit is in one of the cabinets behind the desk. This red box holds four antivenom potions, two healing potions I, two healing potions II, and a set of expanded healer’s tools.

Marysiel |

Mary works her way through the next two rooms. When she finds the expanded healer's tools, she holds them up for the forensic medicine investigator to see. "Looks like your birthday came early this year, Albrecht. Here you go." She hands them off to him. The writing set she drops into her backpack. Coming across the potions, she says, "Oh, look what we have here: Healing and antivenom potions. If those spiders had been a little more spry we might've been needing them right about now." She hands the antivenom potions to Albrecht, Arity, Mylos, and Flory. She tucks one of the lesser healing potions into a pocket and hands the other one to Bonnie. "We'll probably need these the most." The minor healing potions she hands off to Arity and Mylos. "Hold onto these just in case."
Having distributed all the goodies, Mary goes back to the hallway and with the help of Albrecht, looks over the next door down.
Activity: Search with (Perception +8) - SECRET

GM Farol |

You go through the well-rehersed routine, Mary and Albrecht check the door which Bonnie opens.
This bedroom is starkly appointed. A wooden bedframe has slats but no mattress, with a battered trunk at its foot. On the other side of the room is a small, simple table holding a ceramic pitcher and a matching, empty bowl. Tightly latched shutters over the windows block out the light.
You realize that the bedframe would fit perfectly your bedrolls if you need to sleep. You follow to the other doors and you find similar room as this one. Perfectly cleaned by whoever was leaving this place and not claimed by any rodents or magical creatures.
Revealed also the bedroom next to Oli as it is also empty.
You move to what looks like last bedroom, when you stand in front of the door you find a piece of paper just above the handle, on it there is the one short phrase "Finley’s Room—leave ‘em be."
The doors seem not trapped.
Would you open it?

Marysiel |

Mary reads the note. "Ah, this must be the Blue Finley ghost that Tamily told us about. She said they're harmless, but it doesn't seem right to just ignore them." She knocks on the door and calls out. "Blue Finley? Are you in there? I'm the new owner of this place and I just wanted to say hello to my tenants."
She waits for an answer.

GM Farol |

Thanks for the blue finley link ;)
You open the door.
The light in this sparse bedroom seems to have a faint blue cast, and the air within is chilly. Wind rattles the shutters over the window. The wooden bedframe holds a moldering straw mattress and sheets, with a moth-eaten wool blanket folded at the foot of the bed.
As Mary enters the room soon a blue ghost materializes (His image, he is wearing working dungarees and a shirt. He looks like a young human.
"Why are you bothering me? Owners of the place, huh." says the boy
So, the ghost is not really interested in speaking to you, you could ignore it, search his room and see if he is fine with it, or try to convince him to trust you and open up. The most obvious is CHA skills but I will take any other with enough justification on why bearing him with arcana should change his attitude ;) Number of success would determine the outcome.

Marysiel |

Mary has +2 CHA, but is only trained in Deception and Intimidation, not Diplomacy. She'll leave the buttering up to someone else. Looking through the profiles, I see Arity and Mylos at Diplomacy +8, so I suspect that they'll be doing the heavy lifting in this situation.
Mary does a visual once-over of the room (thought not a full search) and turns to face Finley when they materialize. "Oh, there you are! Yeah, so when Tamily gave us the fishing camp, she told us that you'd be here and that we shouldn't bother you, but I thought it'd be rude not to say hi. So, hi there! and sorry for the interruption. If you need anything, just shout out; we'll be around for a while cleaning up the place."

Bonnie Anne |

Bonnie will make a big show about sheathing her weapons, in an effort to put the ghost at ease.
Aid Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21 vs DC 20?
"We mean you no harm, just wanted to introduce ourselves so you knew who we were. I'm Bonnie."
Bonnie extends a hand before realizing it's probably not the best way to greet a ghost.
"Stupid Bonnie!"

Albrecht Jaeger |

Realizing that his appearance can be a bit unsettling, Albrecht leaves the diplomatic overtures to the more attractive group members. Instead he spends his time Pursuing a lead on Blue Finley (dropping his investigation on the cobwebs) in hopes of learning what killed him and how he might assist the ghost to rest in peace.

Arity Bell |

Arity steels herself. She's never encountered a ghost but this one doesn't seem too bad.
"Hey-hey guy . . . how are you doing? I'm Arity and . . . I was just wondering if we could talk. We . . . we cleared out the spiders in the other room so we should have plenty of time to talk if that's something you'd like."
Diplomacy +8 and expert in it due to marshal. I may be the best at it?"

GM Farol |

I see that you want me to roll :| So to keep the story flowing.
Botting Arity Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18 Which is exactly what was needed
Finley looks at you all and turns towards Arity.
The ghost heaves a deep, mournful sigh that rattles the shutters over the window, then sits on the edge of the bed, their translucent form passing partway through the musty straw mattress. "I told her I’d put it to good use, you know? My grandmother. She had so many stories of adventure, and so when she left me her sword, I just wanted to make her proud. But I never got to become an adventurer! I went and drowned instead, and I know I’ve let her down."

Bonnie Anne |

Bonnie sits on the floor next to him, beginning to untie her hair from her braid.
"Finley, the adventure isn't over. It might have changed, but it's not over."
Bonnie loosens her hair enough to move it aside, revealing the tops of her ears - fin-like ears, with an unnatural blue color.
"Some say one of my ancestors cavorted with a sea creature, and my line was cursed. Some say one of my ancestors drowned, and was brought back to life. Truth be told, I don't care about any of that. I just know I'm pretty good at swimming and I love adventure."
Bonnie pauses and smiles at him.
"Want to join us? We're all on an adventure. And if you want, I can bring your grandmother's sword with us, and that way, she'll be adventuring with us, too."

Marysiel |

While we wait for Mylos to friendlify Blue Finley further...
Mary's ears perk up a little at the mention of a sword. "I expect that you being a ghost and all that you're finding it difficult to put your grandmother's sword to good use. Like Bonnie said, we can always use another sword on our, um... adventures, so we'd be happy to take it along with us. Um... so, where is this sword anyway?"

GM Farol |

Finley listens to what Mary and Bonnie are saying, and looks with interest at her fin-like ears of Bonnie.
"You say that my adventure does not have to be over?" he asks and his eyes clearly begin to shine with excitement
"Maybe my grandma would be proud if her sword would be part of an adventure. " He looks you up "Are you, adventurers?"
Enthusiastically he adds
"My grandmother was a real adventurer! She was part of the Pathfinder Society, a whole organization of adventurers who go exploring all over the world. Every time I saw her upon her return, she had stories about fighting off monsters or dodging traps in ancient ruins so she could get to the most amazing treasures!"
But then he turns a bit sad and adds less enthusiastically
"I suppose adventuring is dangerous, too, and she didn’t come home from her last trip. Her friends came by shortly after and brought me her sword and told me she wanted me to put it to use."
Finley points out to the corner of the room. "I hid it. Over there, where the floorboard comes up. I didn’t want the other fisherfolk to make fun of me or try to take it."
When you go to the designated spot and find a loose board that hides a secret compartment holding a magical sword called a sparkblade and a leather pouch containing 120 sp.