
![]() |

Hasira hustles and opens a jagged slash in White's back. Babak declares Pink as prey and plants two arrows in it from long range. Magdelene attempts to distract Pink with an annoying Goblin Song but the Pink creature appears to be tone deaf. She then tries to slide between Pink's legs but doesn't quite make it. Finally, giving up all attempts at finesse, she pokes Pink but luck is still not on her side...
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
------------------
Those with ** may go
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 5/21 (Heroism - +1 to attack/saves/perception/skill checks)
Ignatius Thrune - AC 20 (22 w/shield), 29/35 (AC 22)
Hasira7 - AC 19, 26/29
White (-12)
**Dorlbak - AC 18, 22/22 (Rage - temp hp: 0/3, AC 17)
**Tai Fung - AC 17, 18/20
Pink (-16)
Babak Vardek - AC 20, 21/21

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Apologies. It appears I forgot to take White's turn...
White steps into the flank provided by Pink. It then attacks Dorlbak, Magdalene: 2d2 ⇒ (2, 1) = 3
Spear vs Magdalene AC 18: 1d20 + 9 ⇒ (18) + 9 = 27
Spear vs Dorlbak AC 17, FF, MAP: 1d20 + 4 ⇒ (1) + 4 = 5
Piercing: 1d6 + 3 ⇒ (5) + 3 = 8
Magdalene collapses into a green ball onto the Vault floor.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
------------------
Those with ** may go
Ignatius Thrune - AC 20 (22 w/shield), 29/35 (AC 22)
Hasira7 - AC 19, 26/29
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 0/21 (Heroism - +1 to attack/saves/perception/skill checks; Dying 1)
White (-12)
**Dorlbak - AC 18, 22/22 (Rage - temp hp: 0/3, AC 17)
**Tai Fung - AC 17, 18/20
Pink (-16)
Babak Vardek - AC 20, 21/21

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Surprised that his target was destroyed with a rather simple attack, Fung races back down the stairs. The wind swirling around him picks up again and buoys his steps, nudging him to stride further than he should have been able to. Once he is lined up, he sends another blast of spinning lash of whirlwind at the (pink) target in front of him.
aerial boomerang; slashing: 2d4 ⇒ (2, 1) = 3 Basic Ref DC17
◆ Stride
◆◆ Aerial Boomerang + free Air Impulse Junction (Stride up to 15ft before impulse)
Dorlbak, I place the aerial boomerang intentionally. If you step north one square, you can flank white. If pink wants to flank you (assuming white is still up by then), it would be hit by the aerial boomerang for 2d4 slashing damage.

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Tai Fung lives up to his name and buffets Pink with more wind.
PR: 1d20 + 7 ⇒ (9) + 7 = 16
Pink doesn't get out of the way in time and gets slammed. Pink is looking really beat up but still manages to keep his feet.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
------------------
Those with ** may go
Ignatius Thrune - AC 20 (22 w/shield), 29/35 (AC 22)
Hasira7 - AC 19, 26/29
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape),0/21 (Heroism - +1 to attack/saves/perception/skill checks; Dying 1)
White (-12)
**Dorlbak - AC 18, 22/22 (Rage - temp hp: 0/3, AC 17)
Tai Fung - AC 17, 18/20
Pink (-19)
Babak Vardek - AC 20, 21/21

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Great idea on the boomerang!
Feeling his bodyinfused by healing magic and once again surrounded by beasts, Dorlbak will step into flanking position and attack fiercely.
◆Step
◆Attack, white: 1d20 + 6 ⇒ (18) + 6 = 24, slashing: 1d6 + 10 ⇒ (1) + 10 = 11
◆Attack, white/pink: 1d20 + 6 ⇒ (15) + 6 = 21, slashing: 1d6 + 10 ⇒ (2) + 10 = 12

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Dorlbak swings at White and removes his head, causing it to dissolve back into shadows. He turns and does the same to Pink.
COMBAT OVER
However we need to remain in initiative to resolve Magdalene's misfortune (which can just be someone tipping a potion down her throat)
Everyone's up!
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Ignatius Thrune - AC 20 (22 w/shield), 29/35 (AC 22)
**Hasira7 - AC 19, 26/29
**Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape),0/21 (Heroism - +1 to attack/saves/perception/skill checks; Dying 1)
**Dorlbak - AC 18, 22/22 (Rage - temp hp: 0/3, AC 17)
**Tai Fung - AC 17, 18/20
**Babak Vardek - AC 20, 21/21

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Babak continues his assault on Pink with two more long-ranged shots from his shortbow. He then speaks words of power, and runs very fast. He is able to cover quite a bit of distance.
◆ Hunted Shot
Strike: 1d20 + 7 ⇒ (7) + 7 = 14 Arrow: 1d6 ⇒ 3
Strike: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21 Arrow: 1d6 ⇒ 6
Precision: 1d8 ⇒ 5
◆◆ Warp Step (60" total)

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Realised I forgot to declare at the start what school item Tai Fung would have gotten, which would have been a minor healing potion. If GM is ok with this retroactive declaration...
With the final creatures destroyed, Fung runs up to the side of Magdalene, pulls out a vial from a pouch and pours the content down her throat.

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Magdalene collapses into a green ball onto the Vault floor.
And the skull slips from her grasp and rolls over the hard floor. Poor skull!
DC 11 Flat Check vs Dying 1: 1d20 ⇒ 17
Nobody might be hearing it because it might be drowned by the rolling sound of the skull on the floor but her breathing stabilizes.

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Healing: 1d8 ⇒ 6
Tai Fung - that's fine
With the creatures gone, Tai Fung rushes up to Magdalene and tips a potion down her throat. Her eyes open and she shakily gets up. Rain also begins to recover. He gasps at seeing that some of you are injured.
"Oh my gosh! You're injured! I'm sorry for causing so much trouble. Here, this should help." He hands you 8 minor healing potions.
Rain takes a few deep breaths, then describes what happened when he tried to leave the vault.
"I took a few steps, then a few dozen more, but I couldn't reach the door! I shouted for help, but nobody could hear me! Or nobody was there? I don't know, it was like something out of a nightmare. I turned around, and there she was! I've never seen her before, but I knew it was her. Aslynn! Tall, dark, and hideous. She was dragging something, and singing… no, more like reciting poetry. That's strange, right? And terrifying. Something about my nightmares coming to take me away. I tried to run, but she touched my mind! She took my nightmares right out of me… those things! Just like she said. Right out of my nightmares. I hope she isn't still over there. I… I can barely think. It feels like the world is ending. I'm afraid I won't be much use. Could you take a look, see if she's there? Could you also take a look, to see if you can leave the vault to get help?"
You find that Aslynn isn't anywhere to be seen, at least for now. It all looks normal.
If you try exploring down the hallway, open the spoiler

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Babak continues his assault on Pink with two more long-ranged shots from his shortbow. He then speaks words of power, and runs very fast. He is able to cover quite a bit of distance.
◆ Hunted Shot
[dice=Strike]1d20+7 [dice=Arrow]1d6
[dice=Strike]1d20+7-5 [dice=Arrow]1d6
[dice=Precision]1d8
◆◆ Warp Step (60" total)
Combat is over

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"What was that?" he looks around quite puzzled by the very fast events that have taken place.

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When Dorlbak reports back, Rain wails in despair.
"Oh GODS! We're doomed!" He takes a deep breath to calm himself. "Maybe you can search the vault to find anything we can use to help us get out of here. Maybe you can discover more useful information about the treasures therein or perhaps acquire useful gear to use against additional intruders." Rain begins to tremble in fear. Under the current circumstances, Rain nearly succumbs to despair. He composes himself long enough to urge you to continue searching the vault. He hopes you can discover more useful information about the treasures therein or perhaps acquire useful gear to use against any potential, additional intruders. Rain himself, having come so close to Aslynn's manifestation, remains wracked with a sense of impending doom and can be of no use in facing foes for the foreseeable future.
You have 2 10-minute intervals to either search the Vault or perform 10-minute actions such as refocusing, doing medicine checks and the like. Drinking healing potions or casting spells take trivial time and can be done as well. As always, please move your token to the desired area of the vault you are searching.
To-Do List for My Amazing Pathfinder Friends!
1. Talking skull. Please talk to the skull. It doesn't seem to like me. Maybe one of you will have better luck?
(Skill Check: Nothing left to do here)
2. Pile of treasure. We probably shouldn't leave everything in a pile like that, but we've been short-staffed. See
what's in there!
(Skill Check: Arcana, Crafting, or Perception)
3. Assorted items. There's all kinds of stuff up in the raised storage areas on the west wall and in the northeast
corner. Did we find any magic potions in the vault? Alchemical items? Talismans? You bet we did! I know a healing
potion when I see one, but some of this stuff is beyond my experience. See what you can find!
(Skill Check: Arcana, Crafting, or Perception)
4. Pile of empty chests. I already looked through these. If you find more empty chests, just pile them in the
southwest corner of the vault.
5. Danger! These shelves are way up high and piled high with dangerous poisons and possibly cursed items. I
think Zarta felt it would be safer if they were out of reach, but we should make sure there's nothing too dangerous
up there.
(Skill Check: Acrobatics, Athletics, Medicine, Thievery, or Underworld Lore)
6. Weapons. There are lots of magic weapons lying around. See if you can find the most powerful ones. Our field
agents sure could use them!
(Skill Check: Arcana, Crafting, Gladiatorial Lore, or Warfare Lore)
7. Scrolls and such. We sure did find lots of scrolls! Thought I saw some wands in there, too. Might be something
useful for the Society's spellcasters in there.
(Skill Check: Arcana, Nature, Occultism, or Religion)
Thanks for your help!
—Rain in Cloudy Day
Scrolls - Telekinetic Maneuver
Weapons - +1 Striking Rapier
Wearables - Demon Mask, Brooch of Shielding
Wands -
Consumables -

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Between trembling with fear and apologizing for causing so much trouble, he's not going to be of much help going forward.

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Babak checks two tables. The first is Table 3 with the assorted items. The next table he will check is Table 2.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8 Table 3
Perception: 1d20 + 6 ⇒ (16) + 6 = 22 Table 2

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"I thought it was just a bad dream! It's real! Thanks, Tai Fung." Magdalene draws out her school item potion and drinks it.
Minor Healing Potion: 1d8 ⇒ 1 HP for Magdalene, now at 7/21 HP
Dissatisfied with that, she seems that the potion given to her was spoiled or something. She moves to the collection they have found so far and finds the +1 Striking rapier more useful to her. "Can I use this?" she asks Rain about the weapon. "How about this one?" she also has her eyes on the brooch of shielding.
If he agrees, she will invest in the brooch before she heads out to look for items on the dangerous shelves (5).
Dangerous Shelves: Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
She then checks the assorted items, perhaps there are healing potions there that she can drink.
Assorted Items: Perception: 1d20 + 4 ⇒ (15) + 4 = 19

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Ignatius spends the first 10 minutes tending to Magdalene's wounds.
Treat Wounds: 1d20 + 7 ⇒ (13) + 7 = 20
Healing: 2d8 ⇒ (2, 1) = 3
And sees she still needs more...
Treat Wounds: 1d20 + 7 ⇒ (14) + 7 = 21
Healing: 2d8 ⇒ (4, 1) = 5

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Fung looks briefly at the aera of towering shelves, but fearing further random attacks, he decides to search somewhere else at lower ground level just in case. He wanders over to one of the areas stocked with assorted items (Area 3b)
perception: 1d20 + 3 ⇒ (1) + 3 = 4
perception: 1d20 + 3 ⇒ (15) + 3 = 18
Can I take it that Fung would have his kinetic aura up?

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Randomness: 4d4 ⇒ (2, 2, 4, 4) = 12
Ignatius takes the time to treat Magdelene's wounds.
Magdalene climbs to the top of the precarious shelves but doesn't find anything useful. She heads back down and checks the assorted items and finds what Rain identifies as a potency crystal.
Tai Fung joins Magdalene at the assorted items table and also finds a potency crystal. Looking further, he finds a small poppet of a chair. Inscribed onto the chair is the word "Upuan"...
Why would you have your kinetic aura up? Are you expecting trouble? :)
Babak checks the center Treasure Pile and the Assorted shelves, but doesn't find anything useful. Hasira checks the scrolls but only finds a recipe for corn bread. Checking the Weapons section, however, yields a beautiful hardwood staff with dwarven runes carved into it. Rain identifies it as a +1 Staff.
Dorlbak checks the Assorted Items section but alas, does not find anything useful.
Dorlbak Perc: 1d20 + 7 ⇒ (13) + 7 = 20
Randomness: 1d12 ⇒ 7
He checks the shelves again and finds a funny looking arrow that turns out to be a vine arrow.
Scrolls - Telekinetic Maneuver
Weapons - +1 Striking Rapier,. +1 Staff
Wearables - Demon Mask, Brooch of Shielding
Wands -
Consumables - Potency Crystal(2), Vine Arrow

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A cry from Rain in Cloudy Day pierces the vault. "Oh, no! She's back!" Moments later, an imposing figure steps into the vault, striding straight past the cowering Pathfinder. With her wild hair, wicked curved horns, sharp teeth, and glowing eyes, she's a fearful sight. The bones of her enormous, clawed hands make hideous cracking sounds as she heaves on a chain wrapped around her torso, dragging an iron cauldron across the stone floor. It nearly tips, spilling a glob of vile black ooze filled with vibrant constellations.
She casts her gaze around the vault and rises to her full height. She speaks, her voice like a dying goat by a crackling fire. "What is this? Ah yes, I see. Precious treasures, all for me! A dagger, its twin my child wields. I command you, Star: break cities! Burn fields! A key, its message yet unclear. Why does it hide? What does it fear? Pathfinders! You'll seek boundless wonder across the land... and find Aslynn's nightmares, hand in hand!"
Aslynn stoops to grasp the chain once more and proceeds with her cauldron into the vault, still ignoring Rain and anyone else around her. Suddenly, a new voice—a harsh whisper—carries through the air. "Psst! Hey, you! Pathfinders! She's not real. Well, not too real. Just a bit. No time to explain! You've got to distract her! Don't let her find what she's looking for! Distract her, then find a way to get rid of her!"
There are two phases to this next encounter. Your goal is to first distract Aslynn from the treasure pile, then to trap her. Fail this and she gets what she wants.
Distract Aslynn - any skill is fine as long as you can make it fit; Only one player can make this check.

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Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Magdalene is oblivious to what is happening. The arrival of whoever is back though prompts her to draw her starknife and sends the same clanging on the floor. "Hey, what you are looking for is here!"
Deception: 1d20 + 6 ⇒ (18) + 6 = 24

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Magdalene manages to distract Aslynn by banging her starknife on the floor. Aslynn turns and follows the goblin.
Second Part: Trap Aslynn. Come with a plan and make a skill check. Any skill ok if you can make it fit. You need either 2 consecutive successes or a crit success. Different PCs must make the checks.

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Aslynn listens intently as Ignatius lectures about trapping spirits.
1 success

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Perception: 1d20 + 6 ⇒ (6) + 6 = 12

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Babak, what are you looking to do with the lore check? Can we get some RP with that check?

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Babak tries to recall if there was any physical hunting traps or snares he could build that could trap a witch. "Hm... wish I had witch metal.."

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Babak attempts to remember whether he knows of any means to trap a witch. Unfortunately, all he remembers is how to trap small game. This causes Aslynn to almost break free but Hasira manages to keep her attention.
Aslynn shrieks with delight and rushes to the pile of treasure at the center of the vault. "It's here! I can taste it! Come to me, my dearest nightmares!" She rakes through the treasure with her claws, scattering coins and shredding pages. "Where is it?! Where?! I must have it! What have you done with it?!" With a final shriek, she curls in on herself, melding with the ooze from her cauldron. She and the cauldron melt into the floor, bubbling and hissing. The sounds turn to frantic chittering as dozens of rats begin pouring from the ground.
Magdalene The Unfortunate, Avoid Notice: 1d20 + 10 ⇒ (7) + 10 = 17
Ignatius Thrune, Search: 1d20 + 8 ⇒ (8) + 8 = 16
Hasira7, Scout: 1d20 + 8 ⇒ (17) + 8 = 25
Dorlbak, Search: 1d20 + 10 ⇒ (2) + 10 = 12
Tai Fung, Avoid Notice: 1d20 + 6 ⇒ (5) + 6 = 11
Babak Vardek, Scout: 1d20 + 6 ⇒ (18) + 6 = 24
Red Init: 1d20 + 5 ⇒ (15) + 5 = 20
White Init: 1d20 + 5 ⇒ (2) + 5 = 7
Blue Init: 1d20 + 5 ⇒ (13) + 5 = 18
Yellow Init: 1d20 + 5 ⇒ (4) + 5 = 9
S2 Init: 1d20 + 5 ⇒ (7) + 5 = 12
S1 Init: 1d20 + 5 ⇒ (11) + 5 = 16
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Hasira7 - AC 19, 26/29
**Babak Vardek - AC 20, 21/21
Red
Blue
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
S1
Ignatius Thrune - AC 20 (22 w/shield), 29/35 (AC 22)
S2
Dorlbak - AC 18, 22/22
Tai Fung - AC 17, 18/20
Yellow
White

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Forgot to add the +2 from Call to Arms. Hasira, Babak and Dorlbak each get +2 temp hp and Dorlbak goes before S2
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Hasira7 - AC 19, 26/29 (temp hp: 2/2)
**Babak Vardek - AC 20, 21/21 (temp hp: 2/2)
Red
Blue
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
S1
Ignatius Thrune - AC 20 (22 w/shield), 29/35
Dorlbak - AC 18, 22/22 (temp hp: 2/2)
S2
Tai Fung - AC 17, 18/20
Yellow
White

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Babak marks the red rat as his target. He lets fly arrows to try and kill it. He then moves to generate some safe distance between him and his prey.
◆ Hunt Prey - Red
◆ Hunted Shot
strike: 1d20 + 7 ⇒ (10) + 7 = 17
arrow: 1d6 ⇒ 2 arrow: 1d8 ⇒ 2
strike2: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
arrow: 1d6 ⇒ 3
◆ Stride

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Babak launches two arrows at the Red rat and staggers it.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Hasira7 - AC 19, 26/29 (temp hp: 2/2)
Babak Vardek - AC 20, 21/21 (temp hp: 2/2)
Red (-4)
Blue
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
S1
Ignatius Thrune - AC 20 (22 w/shield), 29/35
Dorlbak - AC 18, 22/22 (temp hp: 2/2)
S2
Tai Fung - AC 17, 18/20
Yellow
White

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Hasira conjures lightning and arcs it between red and swarm 1.
electric arc: 2d3 + 4 ⇒ (2, 3) + 4 = 9
Basic ref DC 19
Hasira also spends a moment to try and figure out what's going on with the swarms.
RK: Arcana 9, occultism 4, nature/religion 0

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Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
S1 Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Hasira N: 1d20 ⇒ 16
You recall that rats like these carry a disease known as Filth Fever that can be fatal if left untreated.
Hasira sends a spark of electricity bouncing between the Red Rat and one of the rat swarms. The rat swarm appears unaffected but the Red Rat gets fried even when it managed to dodge the worst of the damage.
The Blue Rat skitters up to Dorlbak and tries to bite him.
Jaws vs Dorlbak AC 18: 1d20 + 7 ⇒ (13) + 7 = 20
Jaws vs Dorlbak AC 18, MAP, Agile: 1d20 + 3 ⇒ (16) + 3 = 19
Piercing: 2d6 + 2 ⇒ (4, 1) + 2 = 7
The rat manages to chomp his arm twice.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before Your Turn:
DC 14 Fortitude Save vs Filth Fever: Dorlbak (x2)
------------------
Those with ** may go
Hasira7 - AC 19, 26/29 (temp hp: 2/2)
Babak Vardek - AC 20, 21/21 (temp hp: 2/2)
Blue
**Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
S1
Ignatius Thrune - AC 20 (22 w/shield), 29/35
Dorlbak - AC 18, 17/22
S2
Tai Fung - AC 17, 18/20
Yellow
White

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Magdalene gets close enough to Blue and throws her starknife at it.
Starknife Attack, Thrown 20 ft vs Blue: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage
She then draws her light hammer.
◆ Stride
◆ Strike
◆ Interact to draw weapon

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Magdalene stands at the rail of the upper story and hurls her starknife at Blue. The weapon pokes the Rat.
A wave of rats runs at Ignatius and attempts to bury him, biting all the while.
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 4
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 5
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before Your Turn:
DC 14 Fortitude Save vs Filth Fever: Dorlbak (x2), Ignatius (if you fail your reflex save)
DC 17 Reflex Save vs 4 Piercing: Ignatius
DC 17 Reflex Save vs 5 Piercing: Ignatius
------------------
Those with ** may go
Hasira7 - AC 19, 26/29 (temp hp: 2/2)
Babak Vardek - AC 20, 21/21 (temp hp: 2/2)
Blue (-3)
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
S1
**Ignatius Thrune - AC 20 (22 w/shield), 29/35
**Dorlbak - AC 18, 17/22
S2
Tai Fung - AC 17, 18/20
Yellow
White

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Reflex: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Reflex: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Fortitude: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Fortitude: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Despite the numerous bites, Ignatius backs up and casst a spell which causes a miasma to sap the life out of numerous rats.
◆ Stride
◆◆ Cast a Spell
Sudden Blight Negative: 2d10 ⇒ (3, 7) = 10 (20 ft burst on map)
Affects all enemies.
DC 18 basic Fortitude, -2 to save if you are afflicted by a disease.

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DC 14 Fortitude Save vs Filth Fever: 1d20 + 7 ⇒ (18) + 7 = 25, 1d20 + 7 ⇒ (15) + 7 = 22
Channeling his inner rage at being wounded once again, Dorlbak rages and lashes out at the rat.
◆ Rage
◆ Asp Coil: 1d20 + 6 ⇒ (8) + 6 = 14, slashing: 1d6 + 10 ⇒ (4) + 10 = 14
◆ Asp Coil, MAP: 1d20 + 1 ⇒ (15) + 1 = 16, slashing: 1d6 + 10 ⇒ (6) + 10 = 16

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BFort: 1d20 + 6 ⇒ (5) + 6 = 11
YFort: 1d20 + 6 ⇒ (2) + 6 = 8
WFort: 1d20 + 6 ⇒ (18) + 6 = 24
1Fort: 1d20 + 6 ⇒ (10) + 6 = 16
2Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Ignatius drops a burst of negative energy on all the rats. White manages to tough it out but Blue and Yellow both wither and die. The two swarms fare no better and have most of their members wither as well. Dorlbak flies into a rage and charges the southern swarm. One swing and the swarm disperses.
What's left of Swarm 2 moves east and attempts to bury Hasira and Dorlbak.
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 4
That'll teach me to put them all together...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before Your Turn:
DC 17 Reflex Save vs 4 Piercing Damage: Dorlbak, Hasira7
DC 14 Fortitude Save vs Filth Fever: anyone who fails their Reflex Save
------------------
Those with ** may go
Hasira7 - AC 19, 26/29 (temp hp: 2/2)
Babak Vardek - AC 20, 21/21 (temp hp: 2/2)
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
Ignatius Thrune - AC 20 (22 w/shield), 20/35 (Filth Fever Stage 1)
Dorlbak - AC 18, 17/22 (Rage - temp hp: 3/3, AC 17)
S2 (-13)
**Tai Fung - AC 17, 18/20
White (-5)

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Fung takes a moment to deliberate whether to get down to ground level to assist, but decides to stay up on the platform.
The winds around him pick up, and propels him to the edge, where he gets a good view of the grounds below. He sends a blast to the nearest (white) rat, shaping the blast to be tight and concentrated, practically hurling at his target, and immediately follows up with another, albeit weaker, blast.
vs white: kinetic blast: 1d20 + 7 ⇒ (1) + 7 = 8 slashing, thrown: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12
vs white: kinetic blast: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6 slashing, thrown: 1d6 + 3 ⇒ (4) + 3 = 7
(If the 1st attack took out white, transfer 2nd attack to the swarm, but it would be propulsive instead of thrown so only +1 to damage, not +3.)
---
edit: Hmm, let me hero point the first blast
kinetic blast: 1d20 + 7 ⇒ (17) + 7 = 24
◇ Weapon Infusion (Ranged: 20ft, thrown)
◆◆ Kinetic Blast + free half Stride
◇ Weapon Infusion (Ranged: 20ft, thrown)
◆ Kinetic Blast

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Tai Fung launches a wind strike at White. It hits the rat an literally tears it apart.
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COMBAT TRACKER
Round: 2
Tactical Map
Before Your Turn:
DC 17 Reflex Save vs 4 Piercing Damage: Dorlbak, Hasira7
DC 14 Fortitude Save vs Filth Fever: anyone who fails their Reflex Save
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Those with ** may go
**Hasira7 - AC 19, 26/29 (temp hp: 2/2)
**Babak Vardek - AC 20, 21/21 (temp hp: 2/2)
**Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
**Ignatius Thrune - AC 20 (22 w/shield), 20/35 (Filth Fever Stage 1)
**Dorlbak - AC 18, 17/22 (Rage - temp hp: 3/3, AC 17)
S2 (-13)
Tai Fung - AC 17, 18/20

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reflex: 1d20 + 7 ⇒ (3) + 7 = 10
fort vs disease: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Hasira coughs and steps away, before unleashing some nanospores.
4 poison damage, and 2 persistent poison from Puff of Poison.
Fort 19
Critical Success The creature is unaffected.
Success The target takes half initial and persistent damage.
Failure The target takes full initial and persistent damage.
Critical Failure The target takes double initial and persistent damage.

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Fort: 1d20 + 6 ⇒ (5) + 6 = 11
Dorlbak Ref: 1d20 + 4 ⇒ (18) + 4 = 22
Dorlbak avoids the worst of the bites but Hasira isn't as quick. He breathes out some toxins that cause the rat swarm to immediately disperse.
COMBAT OVER
Hasira7 - AC 19, 24/29 (Filth Fever Stage 1)
Babak Vardek - AC 20, 21/21 (temp hp: 2/2)
Magdalene The Unfortunate - AC 18 (19 w/Dueling Cape), 15/21
Ignatius Thrune - AC 20 (22 w/shield), 20/35 (Filth Fever Stage 1)
Dorlbak - AC 18, 17/22
Tai Fung - AC 17, 18/20
You manage to trace the voice to Area 4, where Rain had dumped all the empty chests. As you approach, a disembodied pair of elegant blue gloves busily clears chests off a table. The gloves make a "Stop right there!" gesture before signaling toward the table. They gently pat its surface, then indicate the boxes on top of it. The voice from earlier says, "I see you've met Mr. Glovely! He wants you to help clear those boxes. I'm, uh, underneath them. It's a bit embarrassing. Help a poor guy out? Many hands are better than two! No offense, Mr. Glovely." The gloves wave dismissively, as if to say, "None taken."
No checks needed right now but if you decide to help Mr Glovely, you can go ahead and start moving chests off the table.

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Magdalene proceeds to helping Mr. Glovely remove the boxes to reveal who is talking underneath those chests.
"You are not the ones who sent those rats that just attacked us, aren't you?" she asks Mr Glovely.