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I suggest we move slowly and check each of the rooms as we go by. Jong's suggested route is illustrated by light green arrows. Feel free to change her recommended if there is a reason.

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You open the door to the first room and gasp at what you see.
The cavernous vault is filled nearly to the brim with treasure divided into various ceiling-high piles. Coins, trinkets, and entire chests pack together into wavering columns that tremble beneath their own weight. Carved niches along the high stone walls display beautiful art objects and jars of curious liquids that glisten in crystalline light, small shapes visible in some of the vessels. A rat peers out from an empty niche and a muffled shout echoes from within the mountains of gold.
Charlies's Perception (E): 1d20 + 9 ⇒ (11) + 9 = 20
Lande Striden's Perception (E): 1d20 + 9 ⇒ (18) + 9 = 27
Todd March's Perception (E): 1d20 + 7 ⇒ (17) + 7 = 24
Jong Sasaki's Perception (T): 1d20 + 6 ⇒ (15) + 6 = 21
Olombe's Perception (T): 1d20 + 7 ⇒ (16) + 7 = 23
Loquinor Brighcoral's Perception (): 1d20 + 5 ⇒ (19) + 5 = 24
You notice that the large pile of treasure trembles precariously, threatening to collapse down into a crashing wave of coins and fine objects.
Disable:
DC 20 Thievery (Trained) to remove the right pieces from the treasure pile and induce a controlled collapse.

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"Webs and weaves! That looks dangerous. Perhaps if I just..."
Olombe holds his breath and gingerly removes a few coins.
thievery: 1d20 + 8 ⇒ (3) + 8 = 11
Reroll
thievery: 1d20 + 8 ⇒ (3) + 8 = 11
"Oops."

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Actually if this counts as a trap Olombe probably only sets it off on a critical failure. If that is the case then here is another roll. If that is not the case then ignore this extra roll.
thievery: 1d20 + 8 ⇒ (14) + 8 = 22

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Oops. I thought it was a trap as well but it's actually a hazard. I'll post the consequences tomorrow... I'm bushed...

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Olombe moves to try to force a controlled collapse but he fails to remove the correct pieces and the pile starts sliding towards Olombe, Charlies and Jong.
Bludgeoning Damage; DC 20 Reflex Save: 2d10 + 13 ⇒ (2, 3) + 13 = 18
CS: No damage
S: Half Damage
F: Full Damage; PC is trapped and must make a DC 20 Escape roll
CF: As F but the PC is buried and must be dug out before trying to make the Escape check
Need a DC 20 Reflex Save from Jong, Charlies and Olombe

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reflex save: 1d20 + 8 ⇒ (4) + 8 = 12
escape, attack: 1d20 + 8 ⇒ (7) + 8 = 15
escape, attack: 1d20 + 8 ⇒ (17) + 8 = 25
Olombe is trapped in the landslide but eventually manages to wiggle his way out.

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DC 20 Reflex save: 1d20 + 9 ⇒ (7) + 9 = 16
Hero Point! DC 20 Reflex save: 1d20 + 9 ⇒ (16) + 9 = 25 Success, 9 B damage
Charlies manages to get out of the way of the collapse so as to not get buried with the treasure.

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Reflex save, DC 20: 1d20 + 6 ⇒ (2) + 6 = 8
Hero Point
Reflex save, DC 20: 1d20 + 6 ⇒ (9) + 6 = 15
Ouch! 18 Damage, but at least it wasn't 36
Assuming I need it
Escape, Attack bonus: 1d20 + 6 ⇒ (1) + 6 = 7
Jong is buried and going deeper.

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Can Todd help people out of the pile?
You can always aid the escape rolls.

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Charlies - AC 20 (22 w/shield), 45/54; Estes AC 20
Lande Striden - AC 20, 49/49
Todd March - AC 19, 41/41
Jong Sasaki - AC 17 (18 MA, +1 Shield), 9/29; Stuck
Olombe - AC 19 (20 w/shield), 26/44
Loquinor Brighcoral - AC 17, 32/32
Charlies manages to get out of the way in time and avoids the worst of the damage. Olombe tries to dive out of the way but slips on some coins and ends up getting stuck in the avalanche. He manages to extricate himself after a couple of attempts. Jong isn't as lucky and remains stuck even after Todd's help.
As the coins come cascading down, something loud starts screaming, repetitively...
"INTRUDER ALERT! INTRUDER ALERT! PASSWORD NEEDED OR SECURITY SYSTEMS WILL BE ACTIVATED"
You can continue to attempt to escape but it appears you have another problem now... :)

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Todd screams Persimmon and suddenly the screaming ceases. Though you're now unsure of what might have heard the racket...
And Jong is still stuck...

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"Thank goodness those goblins were trustworthy. I'm sure whatever is protecting all of this pretty dangerous, considering how much gold is lying around." Todd steps back from the pile of gold and rubs his chin.

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Jong continues to try and escape.
Escape, Attack bonus: 1d20 + 6 ⇒ (17) + 6 = 23
Jong emerge from the coin pile bruised and battered.

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Jong finally escapes from the treasure pile and you move on. You enter another treasure vault, though this one appears to be the scene of a battle.
Large gaps mar the canopy of gold on this vault’s floor, revealing cold natural stone where treasures once sat. On the far wall is a blast of soot around the outline of a humanoid with raised arms, melted coins and singed tapestries painting a neat picture of an uninvited guest’s untimely demise. A beat-up old mop leans abandoned against the wall, still dripping ashy water from its user’s futile attempt to clean off the blackened evidence of Valashinaz’s wrath.
Noticing a singed satchel on the floor, you happen to find a Mortalis Coin and a map of Hwanggot.
There is also a door at the end of the room. You want to take the door or go back to the original exploration plan?

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OG exploration plan is good for me.
"Well, at least we're doing better than that guy," Todd points at the outline on the wall. [b]"Still no sign of that kobold, though.

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Before we go any further, has anybody got a way to heal? Those coins really beat me up.

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Lande takes out some salve and bandages and works on Jong's wounds.
Medicine (DC 20): 1d20 + 9 ⇒ (5) + 9 = 14
Medicine (Hero Point): 1d20 + 9 ⇒ (18) + 9 = 27
Healing: 2d8 + 10 ⇒ (8, 2) + 10 = 20
If we have time, Lande will also work on Olombe's
Medicine (DC 20): 1d20 + 9 ⇒ (16) + 9 = 25
Healing: 2d8 + 10 ⇒ (5, 5) + 10 = 20

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Lande takes out some salve and bandages and works on Jong's wounds.
If we have time, Lande will also work on Olombe's
[dice=Medicine (DC 20)]1d20+9
[dice=Healing]2d8+10
"I appreciate the sentiment lad, but it's not really necessary right now." Olombe pulls out his wayfinder and opens it, revealing a pearly white stone. "This little trinket slowly heals my wounds. I'll be fine in a few more minutes." The old man nods to Charlies. "It looks like our young friend there has one also. He got a bit roughed up also but he's totally fine now."
Olombe has physical resistance 4 so he only took 14 damage from the treasure collapse. He'll be back to full after only 14 minutes of rest.

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Lande - keep the HP
You open the door and a really nasty odor wafts out and hits you in the face.
The room reeks of noxious fumes and unpleasant chemicals. A small table with a built-in stove stands against the far wall, littered with papers and scraps of metal. Several small stools are neatly piled on the side and every wall is plastered with detailed schematics of mechanical traps and notes with ideas for the next one. The floor shows obvious signs of wear from acid and burns, though it seems to have been magically repaired multiple times. A childish drawing of an armored man getting burned by a toothy black draconic face has been lovingly pinned up for everyone to see. There is nothing remarkable in the room.
You move into the next room. It is a mess like the previous ones. Large mounds of gold fill the vault, carefully arranged to create a happy face across the floor. The smile is lopsided as one mound has collapsed, taking its neighboring pile with it. Various fulus and talismans line the wall in perfect rows that stretch up toward the unreachable ceiling, disappearing into shadow. The only signs of life are a few empty pickle jars left over from an enthusiastic meal. Unfortunately, the scraps of food inevitably left behind have attracted some unsavory critters.
Charlies, Defend: 1d20 + 10 ⇒ (3) + 10 = 13
Lande Striden, Search: 1d20 + 10 ⇒ (15) + 10 = 25
Todd March, Search: 1d20 + 8 ⇒ (1) + 8 = 9
Jong Sasaki, Search: 1d20 + 7 ⇒ (2) + 7 = 9
Olombe, Detect Magic: 1d20 + 7 ⇒ (3) + 7 = 10
Loquinor Brighcoral, Scout: 1d20 + 6 ⇒ (10) + 6 = 16
Red: 1d20 + 7 ⇒ (6) + 7 = 13
W: 1d20 + 7 ⇒ (2) + 7 = 9
B: 1d20 + 7 ⇒ (8) + 7 = 15
The rats appear to have adapted to use jars as armored shells. You notice the words "KIMCHI" on the side of the jars as the rats move towards you.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Lande Striden - AC 20, 49/49
**Loquinor Brighcoral - AC 17, 32/32
Blue Rat
Red Rat
Charlies - AC 20 (22 w/Shield), 32/32; Estes AC 20
Olombe - AC 19 (20 w/shield), 44/44
White Rat
Todd March - AC 19, 41/41
Jong Sasaki - AC 17 (18 Mage Armor, 19 Shield), 29/29

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Lorqinor moves to get a clear shot at Red. He shoots acid at Red but the blast hits the opposite wall.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Lande Striden - AC 20, 49/49
Loquinor Brighcoral - AC 17, 32/32
Blue Rat
Red Rat
Charlies - AC 20 (22 w/Shield), 32/32; Estes AC 20
Olombe - AC 19 (20 w/shield), 44/44
White Rat
Todd March - AC 19, 41/41
Jong Sasaki - AC 17 (18 Mage Armor, 19 Shield), 29/29

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If nobody takes the Mortalis Coin, Charlies will take it and affix it on his armor, if given the time. He has been prone to Dying from his previous missions.

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Lande makes careful note of the rats peculiar choice of armor before moving forward to attack.
◆ Hunt Prey (blue)
◆ Stride
◆ Strike (blue)
Attack: 1d20 + 10 ⇒ (16) + 10 = 26Slashing: 1d12 + 4 ⇒ (2) + 4 = 6Precision: 1d8 ⇒ 3

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Lande strikes Blue but his weapon dings off the armor before contacting the rat. Blue screeches in pain and bites back.
Jaws vs Lande AC 20: 1d20 + 8 ⇒ (9) + 8 = 17
Jaws vs Lande AC 20, MAP, Agile: 1d20 + 4 ⇒ (3) + 4 = 7
Jaws vs Lande AC 20 MAP 2+, Agile: 1d20 ⇒ 16
But the dwarf's armor is too hard to bite through. The Red rat runs forward and tries to bite Estes.
Jaws vs Estes AC 20: 1d20 + 8 ⇒ (15) + 8 = 23
Jaws vs Estes AC 20, MAP, Agile: 1d20 + 4 ⇒ (8) + 4 = 12
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Charlies and Estes feel a burning sensation as the kimchi brine gets into the wound.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 15 Fortitude vs Brine Burn: Estes
------------------
Those with ** may go
Lande Striden - AC 20, 49/49
Loquinor Brighcoral - AC 17, 32/32
Blue Rat (-6)
Red Rat
**Charlies - AC 20 (22 w/Shield), 26/32; Estes AC 20
**Olombe - AC 19 (20 w/shield), 44/44
White Rat
Todd March - AC 19, 41/41
Jong Sasaki - AC 17 (18 Mage Armor, 19 Shield), 29/29
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: unaffected
F/CF: 1d4 Acid Damage

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Olombe moves forward and raises his arms. His robes and scarves begin to drift about as though caught in a breeze. With one final gesture a multitude of tiny stars fly out at two of the rats.
Olombe casts spray of stars. White and Blue need to make a DC 20 basic reflex save
damage, fire: 2d4 ⇒ (2, 1) = 3 Also maybe dazzled
◆ Stride, ◆◆ Cast Spray of Stars

Estes, Charlies' Angel |

DC 15 Fortitude vs Brine Burn: 1d20 + 11 ⇒ (12) + 11 = 23

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"Ouch, that hurts." Charlies complains even though he is not the one bitten. He boosts his eidolon with his magic to make Estes's attacks more deadly. He amplifies the same magic to extend it longer.
DC 19 Religion to Extend Boost: 1d20 + 9 ⇒ (17) + 9 = 26 Success, Boost Eidolon lasts 3 rounds
He then protects his angel while Estes punches Red.
Holy Punch vs Red: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 2d8 + 4 ⇒ (4, 7) + 4 = 15 bludgeoning damage, plus 1 good damage vs evil creatures or those with weakness to good damage
The angel gives Red another punch.
Holy Punch, MAP vs Red: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11
Damage: 2d8 + 4 ⇒ (2, 6) + 4 = 12 bludgeoning damage, plus 1 good damage vs evil creatures or those with weakness to good damage
◆ Cast a Spell, Boost Eidolon
◇ Cast a Spell, Extend Boost
◆ Act Together (◆ Cast a Spell, Protect Companion (+1 circumstance bonus to AC for Estes) from Charlies; ◆Strike from Estes)
◆ Strike from Estes

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Charlies manages to grit his teeth through the pain of the pickle juice. He empowers Estes but Estes' attacks both miss.
W Ref: 1d20 + 11 ⇒ (20) + 11 = 31
B Ref: 1d20 + 11 ⇒ (15) + 11 = 26
White dances out of the way of the stars and avoids them completely, while Blue is left with spots in its eyes.
The White Rat drops into its bottle and starts it rolling quickly and rams Lande before biting him.
Bludgeoning, DC 17 Basic Reflex Save: 1d6 + 3 ⇒ (3) + 3 = 6
Jaws vs Lande AC 20, MAP, Agile: 1d20 + 4 ⇒ (2) + 4 = 6
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Before your Turn:
DC 17 Basic Reflex vs 6 Bludgeoning: Lande
------------------
Those with ** may go
-2-
**Lande Striden - AC 20, 49/49
**Loquinor Brighcoral - AC 17, 32/32
Blue Rat (-7)
Red Rat
Charlies - AC 20 (22 w/Shield), 26/32; Estes AC 20
Olombe - AC 19 (20 w/shield), 44/44
White Rat
-1-
**Todd March - AC 19, 41/41
**Jong Sasaki - AC 17 (18 Mage Armor, 19 Shield), 29/29

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Grumble. I just noticed I hadn't updated Jong's stat block to level 3. RPGChronicles was right, and her stats are right now.
Jong steps closer to the wall and casts a spell at the Blue rat.
We are going to have to discuss cleanliness with Purepurin when we find them. Leaving food and discarded containers around attracts vermin.
◆ Step toward the wall
◆◆ Cast Daze at Blue, damage 4 mental, Basic Will save DC 19

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Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Lande enchants his axe and swings at the rat in the blue jar.
◆ Gravity Weapon
◆ Strike Attack: 1d20 + 10 ⇒ (12) + 10 = 22Slashing: 1d12 + 4 + 2 ⇒ (7) + 4 + 2 = 13Precision: 1d8 ⇒ 6
And then one for the white shelled rat.
◆ Strike Attack: 1d20 + 10 - 5 + 1 ⇒ (3) + 10 - 5 + 1 = 9Slashing: 1d12 + 4 ⇒ (8) + 4 = 12

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Lande easily avoids the rolling jar though it clips his foot, which doesn't even faze the dwarf. He immediately adds power to his axe and crushes the rat, jar and all. He swings at White but misses.
Jong sends some mental energy at Red, hoping to give it a migraine.
Red squeals in pain, the sound made eerier by the jar on its head.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
------------------
Those with ** may go
-2-
Lande Striden - AC 20, 46/49
**Loquinor Brighcoral - AC 17, 32/32
Red Rat (-4)
Charlies - AC 20 (22 w/Shield), 26/32; Estes AC 20
Olombe - AC 19 (20 w/shield), 44/44
White Rat
-1-
**Todd March - AC 19, 41/41
Jong Sasaki - AC 17 (18 Mage Armor, 19 Shield), 29/29

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Todd enters the room and vaults over the rat, ending up flanking with his sturdy dwarven companion. He punches at the rat.
Tumble Through, Strike, Strike
Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
fist: 1d20 + 10 ⇒ (13) + 10 = 23 for bludgeoning: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
fist: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 for bludgeoning: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

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Lorqinor punches Red with acid but the jar covering it absorbs most of the acid.
Todd hurdles the rat before punching it. He ends up shaking his hand as most of the punch was absorbed by the jar. His second punch misses the rat altogether.
Estes, Lorqinor, Olombe: 1d3 ⇒ 3
The Red Rat decides to try gnawing on Olombe.
Jaws vs Olombe AC 19: 1d20 + 8 ⇒ (19) + 8 = 27
Jaws vs Olombe AC 19, MAP, Agile: 1d20 + 4 ⇒ (19) + 4 = 23
Jaws vs Olombe AC 19, MAP 2+, Agile: 1d20 ⇒ 15
Piercing: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Two bites connect and Olombe feels a searing pain as the Kimchi brine in the jar seeps into the wounds.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
DC 15 Fortitude vs Brine Burn: Olombe (x2)
------------------
Those with ** may go
Lande Striden - AC 20, 46/49
Loquinor Brighcoral - AC 17, 32/32
Red Rat (-6)
**Charlies - AC 20 (22 w/Shield), 26/32; Estes AC 20
**Olombe - AC 19 (20 w/shield), 29/44
White Rat (-3)
Todd March - AC 19, 41/41
Jong Sasaki - AC 17 (18 Mage Armor, 19 Shield), 29/29
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: unaffected
F/CF: 1d4 Acid Damage

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Olombe has physical resistance 4 which would apply on both hits so he should be 36/44 before his saves.
fort save: 1d20 + 7 ⇒ (9) + 7 = 16
fort save: 1d20 + 7 ⇒ (2) + 7 = 9
acid: 1d4 ⇒ 1
With that 1 acid damage Olombe is now at 35/44

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Just out of curiosity, how do you have Physical Resistance 4? Also are you really Enfeebled 1 (or is that a holdover from a previous adventure)?

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Just out of curiosity, how do you have Physical Resistance 4? Also are you really Enfeebled 1 (or is that a holdover from a previous adventure)?
Olombe is an oracle with the cosmos mystery

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His Enfeebled 1 must be from Minor Curse after his casting of Spray of Stars (Revelation Spell) and his Physical Resistance 4 must be from his Mystery Benefit.
Charlies keeps protecting his angel while Estes brings another holy punch to Red Rat.
Holy Punch vs Red: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 2d8 + 4 ⇒ (8, 5) + 4 = 17 bludgeoning damage, plus 1 good damage vs evil creatures or those with weakness to good damage
The angel gives Red another punch.
Holy Punch, MAP vs Red: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10
Damage: 2d8 + 4 ⇒ (7, 7) + 4 = 18 bludgeoning damage, plus 1 good damage vs evil creatures or those with weakness to good damage
Charlies then puts some wound dressing on himself.
DC 15 Battle Medicine: 1d20 + 7 ⇒ (8) + 7 = 15
Healing: 2d8 ⇒ (2, 6) = 8 HP for Charlies
"I don't know what is happening to you but you are missing those punches." Charlies admonishes the angel, but Estes says nothing.
◆ Act Together (◆ Cast a Spell, Protect Companion (+1 circumstance bonus to AC for Estes) from Charlies; ◆Strike from Estes)
◆ Strike from Estes
◆ Battle Medicine

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Olombe shrugs off the pain from the Kimchi brine but is unprepared for the other. Luckily, there isn't much damage. Estes slugs Red and crushes the jar with the rat still inside. Charlies then slaps a battle dressing on himself.
Lande, Todd: 1d2 ⇒ 1
The White Rat again tries to bite Lande.
Jaws vs Lande AC 20: 1d20 + 8 ⇒ (1) + 8 = 9
Jaws vs Lande AC 20, MAP, Agile: 1d20 + 4 ⇒ (3) + 4 = 7
Jaws vs Lande AC 20, MAP 2+, Agile: 1d20 ⇒ 18
But doesn't get very far...
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Before your Turn:
------------------
Those with ** may go
-3-
**Lande Striden - AC 20, 46/49
**Loquinor Brighcoral - AC 17, 32/32
**Charlies - AC 20 (22 w/Shield), 32/32; Estes AC 20
**Olombe - AC 19 (20 w/shield), 35/44
White Rat (-3)
-2-
**Todd March - AC 19, 41/41
**Jong Sasaki - AC 17 (18 Mage Armor, 19 Shield), 29/29

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Lande glares at the rat and tries to crush him.
◆ Hunt Prey (white)
◆ Strike Attack: 1d20 + 10 ⇒ (4) + 10 = 14Slashing: 1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18Precision: 1d8 ⇒ 8
◆ Strike Attack: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19Slashing: 1d12 + 4 ⇒ (11) + 4 = 15
If the first attack misses, but the second hits, apply the precision damage from the first attack as that applies to the first hit in a round, but gravity weapon only applies to the first attack.

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Lande declares White as prey and swings at it. His strike crushes the jar and rat alike...
COMBAT OVER
Again if you want to heal and patch yourselves up, go ahead
You move south into the next room. The large vault is filled with beautiful sets of armor and weaponry, lined up neatly in rows and rows to show off a fraction of the vast number of invaders Valashinaz has disposed of. The vault’s contents have been carefully organized by date and even feature small plaques describing how far the armor’s bearer made it into the vault and how the great dragon or her traps meted out their demise. The latest additions are still singed from dragon breath, with a small placard that simply says "Charred and eaten for lunch."
Going through the placards, you notice that the newest addition to the collection were slain only a few days ago. The oldest exhibitions have dates clustered together while the newest are spread apart due to Purepurin’s efforts to broker good relationships with interested parties, leading to more legitimate attempts at trade and less outright thieves.
Piled in the corner of the room are a bottle of holy water, a shielding salve, and a crying angel pendant.
Who takes what?

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I hope we don't get mistaken for intruders? I wonder where Purepurin got to?
Since this place is obviously dangerous, Yong will go ahead and cast Mage Armor on herself
None of the items are of particular interest.