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"Rats!" Felinzi grumbles. "Rats the size of rats. And rats bigger than rats." As the rats come towards him, Felinzi sees a clear shot. "Burn, rats!" he shouts, then breaths out a gout of fire to punctuate his threats.
Kobold Breath: 30 foot line (area) of fire. Directly north through Blue rat, Swarm 1, and Yellow rat.
Fire damage: Basic reflex save DC 16: 1d4 ⇒ 1 lol
Felinzi then makes a run for it.
◆◆Kobold Breath, ◆Stride

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Basic Reflex w/ Drakeheart (-1) vs 3 piercing (DC 17) twice: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 161d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22 @ 4 damage
Fortitude vs Filth Fever (DC 14) twice: 1d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (12) + 8 = 20 @ stage 1
Briney’s small body disappears in a swarm of rats!

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Fort Save (DC 14): 1d20 + 4 ⇒ (14) + 4 = 18
Clara shakes off the filthy sickness but is in single combat with a rat - a situation she seeks to remedy.
She looks around frantically and sees the snow elf in combat with another rat. She decides to lend a helping backstab by disengaging from the original rat and stabbing the now flanked rat.
◆ Stride
◆ Draw shortsword
◆ Strike off-guard White Rat
Strike (slashing): 1d20 + 7 ⇒ (19) + 7 = 261d6 + 4 ⇒ (1) + 4 = 5
Sneak attack: 1d6 ⇒ 6
Reaction ⟳: Nimble Dodge.

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Clara moves into the flank helpfully provided by Endra and stabs the White Rat. Her sword easily finds its heart and kills it instantly.
Blue Reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Yellow Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
S1 Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Felinzi breathes a line of fire at the conveniently lined up rats before running away. The rats are slightly singed by the attack but the Swarm appears to take more damage than expected, indicating a weakness to area attacks!
The Swarm moves on the bulk of the Pathfinders and swarms (HA!) over Clara.
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 5
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 3
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
DC 17 Basic Reflex vs 5 Piercing: Clara
DC 17 Basic Reflex vs 3 Piercing: Clara
DC 14 Fortitude vs Filth Fever: Clara (if you fail any of the above reflex saves)
------------------
Those with ** may go
Swarm 1 (-4)
**Ozul Fade - AC 15, 17/17
**Endra Densinri - AC 20, 39/39
**Rayleigh - AC 14, 2/14
**Briney - AC 18 (23 w/Drakeheart), 34/50 (AC 23; Stage 1 Filth Fever)
Yellow (-1)
Red
Blue (-1)
Swarm 2 (-6; 1 persistent bleed)
Clara - AC 18, 11/17
Felinzi - AC 17, 12/14
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead

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Briney runs over to hide behind yellow rat, then remembers that he hates rats, and stabs it!
◆) Stride
◆) Draw Dogslicer
◆) Strike
Potent Dogslicer (S; 1h, agile, backstabber, finesse) vs Yellow: 1d20 + 9 ⇒ (15) + 9 = 241d6 ⇒ 5

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Now standing away in relative safety, Endra fires off two arrows before manifesting a force shield in front of her.
◆ Strike BLUE: longbow attack, P damage, deadly damage IFF crit: 1d20 + 12 ⇒ (7) + 12 = 191d8 ⇒ 71d10 ⇒ 4
HERO POINT: 1d20 + 12 ⇒ (6) + 12 = 18 bleh
◆ Strike RED: longbow attack, P damage, deadly damage IFF crit: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 181d8 ⇒ 21d10 ⇒ 6
◆ Cast a spell: Shield

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Endra, keep the HP. 18 is more than enough. It's not a crit, but it's enough :)
Endra fires off two arrows, both finding their marks. Blue goes down with an arrow in its head while Red's body suddenly sprouts a shaft. Briney remembers how much he hates rats and stabs Yellow, almost cutting its tail off.

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------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
DC 17 Basic Reflex vs 5 Piercing: Clara
DC 17 Basic Reflex vs 3 Piercing: Clara
DC 14 Fortitude vs Filth Fever: Clara (if you fail any reflex save)
------------------
Those with ** may go
Swarm 1 (-4)
**Ozul Fade - AC 15, 17/17
Endra Densinri - AC 20, 39/39
Rayleigh - AC 14, 10/14
Briney - AC 18 (23 w/Drakeheart), 34/50 (AC 23; Stage 1 Filth Fever)
Yellow (-6)
Red (-2)
Swarm 2 (-6; 1 persistent bleed)
Clara - AC 18, 11/17
Felinzi - AC 17, 12/14
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead

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Ozul fires a set of needles aimed at the the 2nd swarm. He then raises a defensive Shield cantrip.
◆◆spell attack: 1d20 + 7 ⇒ (19) + 7 = 26 P: 3d4 ⇒ (1, 1, 4) = 6
◆shield (↺shield block if taking damage)

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Ozul launches a set of darts at the second swarm. The darts slam into the middle of the swarm and decimate quite a few of the rats. Swarm 2 is barely holding together.
Yellow bares its teeth and tries to sink said teeth into Briney.
FF Stage 1: 1d4 ⇒ 1
Jaws vs Briney AC 23: 1d20 + 7 ⇒ (3) + 7 = 10
Jaws vs Briney AC 23, MAP, Agile: 1d20 + 3 ⇒ (20) + 3 = 23
Jaws vs Briney AC 23, MAP 2+, Agile: 1d20 - 1 ⇒ (10) - 1 = 9
Piercing, Crit: 1d6 + 1 ⇒ (4) + 1 = 5 Doubled to 10
Red moves up to Briney and attempts to do the same.
Jaws vs Briney AC 23: 1d20 + 7 ⇒ (16) + 7 = 23
Jaws vs Briney AC 23, MAP, Agile: 1d20 + 3 ⇒ (4) + 3 = 7
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
The second rat swarm crosses the center of the Vault and buries Endra and Ozul in biting fur.
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 6
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 2
Flat: 1d20 ⇒ 20
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
DC 17 Basic Reflex vs 5 Piercing: Clara
DC 17 Basic Reflex vs 3 Piercing: Clara
DC 17 Basic Reflex vs 6 Piercing: Endra, Ozul
DC 17 Basic Reflex vs 2 Piercing: Endra, Ozul
DC 14 Fortitude vs Filth Fever: Clara, Endra, Ozul (if you fail any of the above reflex save)
------------------
Those with ** may go
Swarm 1 (-4)
Ozul Fade - AC 15, 17/17
Endra Densinri - AC 20, 39/39
Rayleigh - AC 14, 10/14
Briney - AC 18 (23 w/Drakeheart), 22/50 (AC 23; Stage 1 Filth Fever, 1 hr)
Yellow (-6)
Red (-2)
Swarm 2 (-13)
**Clara - AC 18, 11/17
**Felinzi - AC 17, 12/14
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead

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"Go away rats," Felinzi shouts at the swarm of rats that are way too close for his comfort. He scampers away to a safer spot, then sees a couple of the larger rats that aren't paying any attention to him. Visions of everything being on fire tempt him and he throws a glob of fire at the nearest of the two rats. "Burn, rats," he says with a grin and a chuckle.
Fire Ray vs Red - Fire Ray was apparently buffed in Player Core and since it has the same name, that is errata.
Spell Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Initial fire damage: 2d6 ⇒ (4, 4) = 8
fire damage 1d6 to any creature that ends its turn in the square Red is currently in.
◆Stride, ◆◆Fire Ray (Red rat)
Focus: 1/2
1st: □ □
Minor: Creatures beyond 30 feet are concealed from you (DC 5 flat check to target).

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Felinzi hurls a glob of fire at Red and vaporizes it, setting the ground on fire.
Any creature that ends their turn on the Red dot prior to Felinzi's next turn takes 1d6 fire damage
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
DC 17 Basic Reflex vs 5 Piercing: Clara
DC 17 Basic Reflex vs 3 Piercing: Clara
DC 17 Basic Reflex vs 6 Piercing: Endra, Ozul
DC 17 Basic Reflex vs 2 Piercing: Endra, Ozul
DC 14 Fortitude vs Filth Fever: Clara, Endra, Ozul (if you fail any of the above reflex save)
------------------
Those with ** may go
Swarm 1 (-4)
Ozul Fade - AC 15, 17/17
Endra Densinri - AC 20, 39/39
Rayleigh - AC 14, 10/14
Briney - AC 18 (23 w/Drakeheart), 22/50 (AC 23; Stage 1 Filth Fever, 1 hr)
Yellow (-6)
Swarm 2 (-13)
**Clara - AC 18, 11/17
Felinzi - AC 17, 12/14
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead

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Reflex: 1d20 + 8 ⇒ (8) + 8 = 16
Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Ouch. That's 8 damage.
Clara receives many bites and scratches from the swarm of rats and barely holds on.
"AAAA! I gotta...I gotta make a run for it!" She screams as she runs into flanking with Nice Tool Goblin.
She draws a lesser healing potion and imbibes it.
Lesser Healing Potion: 2d8 + 5 ⇒ (2, 5) + 5 = 12
◆Stride, ◆ Interact to Draw Lesser Healing Potion ◆Interact to Drink
Reaction ⟳: Nimble Dodge.

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Again with the rats!
Snarls Endra.
DC 17 Basic Reflex vs 6 Piercing: 1d20 + 11 ⇒ (13) + 11 = 24
DC 17 Basic Reflex vs 2 Piercing: 1d20 + 11 ⇒ (10) + 11 = 21

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[dice=Reflex]1d20 + 8
[dice=Fort]1d20 + 4
[dice=Reflex]1d20 + 8
[dice=Fort]1d20 + 4
Ouch. That's 8 damage.
Clara receives many bites and scratches from the swarm of rats and barely holds on.
"AAAA! I gotta...I gotta make a run for it!" She screams as she runs into flanking with Nice Tool Goblin.
She draws a lesser healing potion and imbibes it.
[dice=Lesser Healing Potion]2d8+5
◆Stride, ◆ Interact to Draw Lesser Healing Potion ◆Interact to Drink
Reaction ⟳: Nimble Dodge.
Clara, how did you get a Lesser Healing Potion at lvl 1?

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Briney - now fully understanding longshanks culture thanks to Nice Elf Lady - goes around and gives the venture captains each a copper.
"Rain-in-Cloudy-Day, I'm, um, Briney-on-Every-Morning!" one copper "Grand Archivist Zarta Dralneen, I'm, um, Briney the-Not-Archivist!" one copper.
"Briney can count!" his understanding of the mission complete.
Flipping his different-color pathfinder card, he grabs a nicer Lesser Healing Potion Provision, and hands it to "Here Nice Tool Lady!"
It was thanks to Briney who just flat out gave me one all the way back in the start of this adventure.

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"Briney not need silly potion because Briney Briney!"

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Briney wrote:Briney - now fully understanding longshanks culture thanks to Nice Elf Lady - goes around and gives the venture captains each a copper.
"Rain-in-Cloudy-Day, I'm, um, Briney-on-Every-Morning!" one copper "Grand Archivist Zarta Dralneen, I'm, um, Briney the-Not-Archivist!" one copper.
"Briney can count!" his understanding of the mission complete.
Flipping his different-color pathfinder card, he grabs a nicer Lesser Healing Potion Provision, and hands it to "Here Nice Tool Lady!"
It was thanks to Briney who just flat out gave me one all the way back in the start of this adventure.
Ah! OK!

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Presses the unpause button
Clara runs away and chugs down a healing potion. (Clara, you didn't move your token. Either I meant to post that and got sidetracked or the post got eaten).
The Swarm moves off and attacks Briney.
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 6
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before Your Turn:
DC 17 Basic Reflex vs 6 Piercing: Ozul
DC 17 Basic Reflex vs 2 Piercing: Ozul
DC 17 Basic Reflex vs 6 Piercing (Swarm 1): Briney
DC 14 Fortitude vs Filth Fever: Ozul (if you fail any of the above reflex save)
------------------
Those with ** may go
Swarm 1 (-4)
**Ozul Fade - AC 15, 17/17
**Endra Densinri - AC 20, 35/39
**Rayleigh - AC 14, 10/14
**Briney - AC 18 (23 w/Drakeheart), 22/50 (AC 23; Stage 1 Filth Fever, 1 hr)
Yellow (-6)
Swarm 2 (-13)
Clara - AC 18, 17/17
Felinzi - AC 17, 12/14
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead

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Basic Reflex vs 6 swarm bites: 1d20 + 10 ⇒ (4) + 10 = 14 @ 6 damage
Fortitude vs Filth Fever again (DC 14): 1d20 + 7 ⇒ (14) + 7 = 21
Briney tries to shoot individual ants by hyper focusing on individual creatures… and is soon overwhelmed!

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Ozul casts ◆◆Needle Darts on Swarm 2, then he ◆moves northwards to avoid being bit.
spell attack: 1d20 + 7 ⇒ (16) + 7 = 23 P: 3d4 ⇒ (4, 4, 2) = 10

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Feeling the rats still too near, Endra retreats to where Clara and Ozul stand.
◆ Stride◆ Stride
She fires at one of the rats antagonizing Briney.
◆ Strike YELLOW: longbow attack, P damage, deadly damage IFF crit: 1d20 + 12 ⇒ (13) + 12 = 251d8 ⇒ 51d10 ⇒ 3

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Briney retreats from the rats - he swaps his dogslicer out for his alchemical crossbow innovation.
◆◆) Stride x2
◆) Interact to Swap
"Briney hide over here now!"

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Ozul Ref 1: 1d20 + 5 ⇒ (12) + 5 = 17
Ozul Ref 2: 1d20 + 5 ⇒ (19) + 5 = 24
Ozul manages to get away from the rats and sends three needles at the second swarm. Although the needle darts don't seem to damage the swarm as much, it's it enough for the swarm to disintegrate and the rats scurrying off to the corners of the Vault.
Ray runs around the corner, not wanting to be left out. She concentrates and launches a loose bauble at the remaining Rat Swarm.
TKP: 1d20 + 6 ⇒ (10) + 6 = 16
Bludgeoning: 2d6 ⇒ (3, 2) = 5
◆ Stride ◆◆ TKP
Briney gets swarmed under and makes a run for it.
The remaining Rat Swarm looks like it's about to fall apart.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before Your Turn:
------------------
Those with ** may go
Swarm 1 (-9)
Ozul Fade - AC 15, 13/17
Endra Densinri - AC 20, 35/39
Rayleigh - AC 14, 10/14
Briney - AC 18 (23 w/Drakeheart), 16/50 (AC 23; Stage 1 Filth Fever, 1 hr)
**Clara - AC 18, 17/17
**Felinzi - AC 17, 12/14

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Felinzi looks around as best as he can. "Not seeing more rats. All gone?"
Ray runs around the corner, not wanting to be left out. She concentrates and launches a loose bauble at the remaining Rat Swarm.
"Maybe, no?" Felinzi moves along the wall and peeks around the corner at where Ray was throwing things. Seeing another rat swarm finally, he shouts, "Aaah. More burnings for you!" and launches another small blast of fire at it.
Produce Flame attack: 1d20 + 6 ⇒ (4) + 6 = 10
Fire damage: 2d4 ⇒ (1, 1) = 2
◆Stride, ◆◆ Produce Flame

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Clara moves to help her friend Briney who is clearly hurting.
"Here, let me have a look at those wounds..." She says.
Battle Medicine DC 15: 1d20 + 6 ⇒ (19) + 6 = 25
Critical success healing: 4d8 ⇒ (3, 8, 5, 7) = 23
◆Stride, ◆ Stride, ◆ Battle Medicine

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Briney holds still, closes his eyes. The pain is soon over, and he feels stupendous.
"Thanks Nice Thief Lady!"

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Clara rushes to Briney's side and slaps a battlefield dressing on him, relieving his wounds.
Felinzi attempts to fry the remaining rats but his fireball goes wide. The rats swarm towards Felinzi and Ray...
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever: 1d6 ⇒ 6
Ray Ref: 1d20 + 4 ⇒ (20) + 4 = 24
Ray manages to avoid the rats altogether.
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Before Your Turn:
DC 17 Basic Reflex vs 6 Piercing: Felinzi
DC 14 Fortitude vs Filth Fever: Felinzi (if you fail your reflex save)
------------------
Those with ** may go
Swarm 1 (-9)
**Ozul Fade - AC 15, 13/17
**Endra Densinri - AC 20, 35/39
**Rayleigh - AC 14, 10/14
**Briney - AC 18 (23 w/Drakeheart), 39/50 (AC 23; Stage 1 Filth Fever, 1 hr)
**Clara - AC 18, 17/17
**Felinzi - AC 17, 12/14
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead

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Devise a Strategy: 1d20 ⇒ 17
"Watch this Nice Thief Lady!"
Sticking his tongue out sideways, tilting his head, and measuring with his small fingers, Briney finds the right angle.
"Ok Gun Gun. Fire!"
◆) Devise a Strategy
◆) Strike
◆) Reload
Potent Alchemical Crossbow (1d8 P, 30-ft) w/ Strategy (1d6 precision) vs Final Rats: 17 + 11 = 281d8 ⇒ 11d6 ⇒ 3
Slamming the oversized contraption on the ground, he jumps on top, manually loads another bolt, and hefts it back over his shoulder.
"Silly rats dead?" he wonders aloud.

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Briney shoots the remaining swarm with his crossbow but the bolt doesn't appear to have any effect.
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Before Your Turn:
DC 17 Basic Reflex vs 6 Piercing: Felinzi
DC 14 Fortitude vs Filth Fever: Felinzi (if you fail your reflex save)
------------------
Those with ** may go
Swarm 1 (-9)
**Ozul Fade - AC 15, 13/17
**Endra Densinri - AC 20, 35/39
**Rayleigh - AC 14, 10/14
Briney - AC 18 (23 w/Drakeheart), 39/50 (AC 23; Stage 1 Filth Fever, 1 hr)
**Clara - AC 18, 17/17
**Felinzi - AC 17, 12/14
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead

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Endra rounds the corner again, keeping her feet set just right and fires into the swarm.
Incoming! she shouts as the arrows are loosed.
◆ Stride 20ft
◆ Strike BLUE: longbow attack, P damage, deadly damage IFF crit: 1d20 + 12 ⇒ (18) + 12 = 301d8 ⇒ 21d10 ⇒ 3
◆ Strike BLUE: longbow attack, P damage, deadly damage IFF crit: 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 191d8 ⇒ 81d10 ⇒ 1
Same result as Briney? Is it piercing damage at issue?

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Reflex save: 1d20 + 8 ⇒ (7) + 8 = 15
Fortitude save: 1d20 + 3 ⇒ (13) + 3 = 16
"Too close! Too close! No biting! Oww! Felinzi tries to press up against the wall to escape the rats. When that doesn't seem to help, he instead takes off running away from them. He fires off another small blast of fire as he leaves.
Produce Flame attack: 1d20 + 6 ⇒ (2) + 6 = 8
He is a bit too distracted to aim well. It is a wonder he doesn't hit an ally or something important like that.
◆Stride, ◆◆Produce Flame

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Ozul moves to get a clear shot at the last swarm. When he sees an opening, Ozul calls upon the Void to hurt his foe.
◆Stride
◆◆Void Warp void: 2d4 ⇒ (3, 1) = 4 DC17 Fortitude Save

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Endra's bow hums as two arrows plunge into the rats. Unfortunately, like Briney, her arrows don't do as much damage.
Felinzi makes a run for it, shooting a small fireball that misses the swarm completely and misses Rain by inches.
Ozul calls on the Void. With a scream, several rats shrivel and the swarm disperses to various corners of the Vault, just as Clara comes up and slices a few rats in half.
COMBAT OVER!
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."
At this point, no need to make skill checks. Just decide if you want to help the 'poor guy' out...

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Felinzi looks nervously around again. "Now are all rats gone?"
Also, does anyone have renewable healing, or are we using potions, scrolls, and/or spell slots?

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I just checked and Ozul doesn't have any reusables
Ozul helps out clear the boxes. "So where are you? Who are you? And what are you?"

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You all work together to clear the chests from the table. A moment later the table stretches and shakes itself like a wet dog. Then it starts folding in on itself and then puffing itself out randomly until a new shape forms - that of a large, gaudy treasure chest with an enormous, shiny silver chain and padlock. He grins and introduces himself.
"I'm Biglock, one of the best mimics around! That means I can turn into all kinds of things. Tables, chairs, you name it! And this is Mr. Glovely. He… you know, I'm not sure. He showed up one day and lent me a fand. Or two! Ha! We have what you might call a mutually beneficial arrangement. I do the talking, and Mr. Glovely does everything else."
"Look, there's not much time so I'll be brief. I've been in quite a few of the Society's vaults over the years. I'm good at going unnoticed. Last time I got noticed, it was by that night hag, Aslynn. She saw my potential, and… well, she owns a significant share of my soul. I can barely even remember how I lost it to her in the first place. A bad bet? A worse debt? Can't rightly say, as I don't rightly know. Well, for years now, I've had to do as she asks. Mostly spying, a bit of stealing. But when I wised up to some of her plans, I made a break for it. She's been looking for me ever since. I think she fed information to those Onyx Alliance rascals. They captured me, so when the Society got hold of their treasures, I came with! I don't know the details, but I know she's trying to brew some powerful magic in that weird cauldron. She needs a few of the magic items from your stash here."
"While you were distracting Aslynn, we found these! I think she was looking for them." Biglock has Mr Glovely produce two items, a dagger with magical runes and a key made of some sort of crystalline substance. "This dagger here looks like it's from the Jistka Imperium. Might be a powerful magic weapon, but I'm not sure how to unlock its potential! I think Aslynn was looking for this, too. I don't recognize the crystal it's made of, and I don't think it's from this world at all! You better take them and keep them for the Society."
"I can't take hostile actions against Aslynn. That goes for Mr. Glovely here, too, for his own reasons. But I can help you find some great equipment and make a plan! Mr Glovely, show these nice people that thing you found." Mr. Glovely produces a small gold spoon. "No, not that! The other thing!" Mr. Glovely shows you a jagged shard of purple glass with constellations like those visible in the ooze of Aslynn's cauldron. "That's the one! I think it's a shard of Aslynn's mind. It's projecting all those creatures into this place. She's probably looking for it. I think you should destroy it, but first, you'll want to prepare for a fight. A piece of a night hag's mind isn't bound to go out without a struggle. We can help you find some good stuff, in fact, I've got something for you."
"Mr Glovely, get my new friends 'some of the good stuff'." Mr. Glovely rummages around the many discarded chests for a few minutes, then produces a wayfinder and proudly presents it to you. "No, no, I mean the really good stuff." Mr. Glovely smacks his nonexistent forehead. He produces a small key from thin air and unlocks some sort of invisible container. With an exaggerated display of effort, he lifts a +1 resilient breastplate from the container and presents it to you. Biglock grins. "That oughta do it. Have fun!"
"Take some time and search the vault again for anything you can use against Aslynn. Mr Glovely and I will help you."
You have another 10 minutes to search the vault (or do medicine checks). Because Mr Glovely and Biglock will be helping you, you all get a +2 bonus to your checks if you search the vault.

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"Briney see what Briney see!"
Perception (Expert) w/ +2 help: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
"Briney find nothing sorry"

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Felinzi pulls out the scroll of Heal that he picked up from the table when they first came into this cursed library storage room. He casts it on himself, then listens to the table talk.
Healing scroll: 1d8 + 8 ⇒ (6) + 8 = 14
Felinzi stands there grinning larger and larger at the antics of the disembodied gloves. When they pull out the shard, he takes special note though. "Mmmm... That does look a bit dangerous. Haven't seen shard like this before, but have seen items of power. Or at least items claimed to have much power."
At the recommendation to prepare for a fight before destroying the shard, Felinzi jumps at the opportunity. "Yes, go find more weapons or tools. I can do that."
Felinzi goes over and searches section 3 of random items.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18

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Walks over to Biglock ”Briney protect silly key from Bad Witch Lady!” he swallows it.
Pursue a Lead: Night Hag’s Key
”How we fight Bad Witch Lady mind!?” knowing he remembers his entire life, and thus has a good mind, our goblin hero is eager to hear how it can be used!

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Endra slings her longbow back over her shoulder and gets back to searching the vault with the others.
Search (Perception): 1d20 + 8 ⇒ (19) + 8 = 27

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Clara considers searching the vault but realises that it's best to get everyone back to full strength. A quick glance around shows that the (rather accident-prone) Goblin is the most injured, so she treats him first.
Treat Wounds on Briney: 1d20 + 6 ⇒ (12) + 6 = 18
Healing: 2d8 ⇒ (3, 3) = 6
"That's not a clean bill of health...It will have to do."

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"Ow! Ow! Go away!"
Briney squirms, but submits (despite his verbal protestations).

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Area 5 - to find the last item, you need a crit success. Otherwise, all areas are still open unless indicated below
To-Do List for My Amazing Pathfinder Friends!
1.
(Skill Check: Arcana, Diplomacy, Occultism, or Religion)
There is 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)
There is nothing left to do here
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

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Felinzi, Briney and Endra head over to the random tables to look for stuff. Felinzi finds another Oil of Mending, which he adds to the pile. Briney, who seems to resist getting patched up by Clara finds a strange crossbow bolt with some sort of plant matter wrapped around it. Biglock identifies it as a vine arrow. Endra finds a bottle with a fizzy liquid inside. Rain gasps as he looks at it. "That's a potion of leaping! A rare find!"
Rayleigh and Ozul decide to head to some obscure corner of the vault to do some research of their own...
Weapons - +1 Mace, +1 Striking Longsword, +1 Spear
Wands/Scrolls - Wand of Manifold Missiles 1st, Wand of Widening (1st-level spells), Wand of Comprehend Language
Misc/Consumables - vine arrow x2, oil of mending x2 potion of leaping
Wearables - Brooch of Shielding, Demon Mask
Take a moment to decide, if any, who will use what. There's also that breastplate that Biglock gave you. I'll move you on to the last encounter tomorrow.

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Endra will try the high shelves again.
[dice=Acrobatics]1d20+9
You only have 10 minutes. I'll keep the Perception crit unless you don't want it :)