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As they leave, Dusklord says "We have destroyed a construct, defaced their statues, and plan to unleash a basilisk. Should we search the remaining doors to the south, or should we simply create an exit to the street and set the place on fire?"
A wicked grin splits the wizard's face.

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"Very well...let us unleash the creature and be on our way. Our instructions were to leave them alive. I suppose turning a few of their cultists to stone will be enough. They can repair that with magic."
The wizard heads back toward the basilisk area.
Or should we make an entry to the street and then let it loose?

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"If we still have some time, it might be a good idea to see what other kinds of havoc we can wreak here? It sounds like they will be occupied for awhile."
There are still a few unexplored areas, and potentially treasure to find. XD

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It's quite obvious Serak got excited when the words "burn the place down" were uttered, and he reluctantly puts away the little fireball he had summoned.
Yeah... I guess we could find some more stuff to mess up. Lead the way, guys.

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I think I can do that fast as the last encounter is optional.
Dusklord remembers three unexplored tunnels to the south. The first door to the west leads into a sacrifaction chamber. This room appears at first glance to be an operating theater, as it contains cots draped in clean sheets and tables neatly stacked with surgical implements and dressings, but mixed among the surgical implements are whips, scourges, and other tools of torture.
The room to the south are simple barracks. This wide room contains several bunk beds and chests, each embossed with a different rune. A heavy iron pipe runs the length of the south wall of this room at about four feet from the ground, disappearing into the eastern and western walls. A pungent smell issues from the alcove to the east.
There are enough bunks here to sleep 30 people, and halfas many chests. Each chest is shared by two people. They generally contain only a few changes of clothes, toiletries, and some basic reference works about Lissala and ancient Thassilon. A letter juts out of one of the chests. The letter is wrapped around a wand. The missive is written in Tien and concerns the "back door" into the Haojin Tapestry.
The iron pipe is part of a long-defunct sewer improvement that now connects directly to the foul waters of Riddleport Harbor. The pipe's terminus is in the eastern alcove in this room, which the cultists use as a washroom. The washroom contains a table with four ceramic basins, each capable of holding 8 gallons of water. The iron pipe juts into this washroom, capped with a spigot positioned over a large barrel. The spigot dribbles foul harbor water into the barrel, which is ringed with dried flowers in an attempt to mask the smell. Near the barrel hangs a wand.
East and west of the center hallway are storage rooms. The cultists keep a few mundane stores in these rooms, such as food and spare furniture.
The eastern room is a meditative chamber. The rom contains several mats and low beds. The walls of this room are deeply carved with jagged runic symbols. A small table sports a large brick of burning incense, but the incense's heavy scent does not quite disguise the underlying sharp smell. This room is the easternmost chamber of the complex and sits dangerously close to the carbauxine mine s beneath the Riddleport Gas Forge. The sharp smell in this room is deadly carbauxine gas, leaking through miniscule cracks in the eastern wall that the cultists have unintentionally expanded by carving deep runes into the surface.
wand of delay pain
wand of purify food and drink

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"I am not sure we needed to sabotage anything... between the sewage and the gas, these guys are in trouble. Still, maybe we can make them a little worse?"
Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9
Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

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Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
This one contains a spell to purify food and water. Seems... Necessary, actually.

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Aeleth grins.
"Stephani, it could always be worse," he replies as he moves to the Eastern wall and pounds on it where the cracks are.
"If there's this much of a smell from cracks, imagine what a full-blown hole can do. Now whilst I'm doing this, would you mind sundering the harbor-water pipe? If we're below water-level, smashing that pipe should flood this entire place before they can replace the pipe, and still give us enough time to smash our way out via the exit to the street."
"And if someone else could also see about luring that basilisk to their meeting hall whilst we're doing all this, I'd say we would be able to consider this place well and truly trashed."
STR check to smash wall: 1d20 + 5 ⇒ (20) + 5 = 25 Oooh! AELETH SMAAAAAASSSHHH!!!

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"Agreed."
Stephani looks to see if there is a way to break open the pipe other than smashing it. She also takes the two wands, if none of the others do.

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Aelet and Setphani break the pipe and widen some cracks to make the rooms uninhabitable. On the way out you free the basilisk. You leave the underground hideout and Riddleport back to Magnimar.
When you return to Magnimar, Venture-Captain Heidmarch has already heard of your exploits and tells you that your sabotage was sufficient. She congratulates you.
"Well done, Aspis!" she says with a grin.

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Dusklord smiles a rare, genuine smile.
"I liked that mission--a lot," the wizard observes. "Sometimes the techniques I learned in my past life can still come in handy, even as I have turned over a new leaf. Certainly, I would never go back to my old ways. No, never!"
Dusklord sighs, a smile still lingering on his face.
"Are we finished here, then?" he asks.

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Aelet and Setphani break the pipe and widen some cracks to make the rooms uninhabitable. On the way out you free the basilisk. You leave the underground hideout and Riddleport back to Magnimar.
When you return to Magnimar, Venture-Captain Heidmarch has already heard of your exploits and tells you that your sabotage was sufficient. She congratulates you.
"Well done, Aspis!" she says with a grin.
Don't forget that we also busted our way out through the walled-up 'secret' exit to the street. But I suspect the action was fast-forwarded because the GM has decided we've found all the loot and done enough to thoroughly ruin the hideout? XD

PatheticWretch |

Hey guys, maybe we should discuss a new recruit here rather than in the Discussion thread for a little less visibility. Sorry that I hadn't thought through the selection process a bit more. I guess I was hoping for anyone interested, and we have 3! My first inclination is to go with the general PFS rule of picking whoever was first. Any objections to that? I'm not sure how else we would decide.

FiddlersGreen |

Provided there are no glaring deficiencies in the party composition, I'm happy to take whoever. =)
Current group:
Bloodrager
Alchemist
Paladin
Necromancer
Bard

FiddlersGreen |

I think party composition is super hard with a rotating DM (even if we had a cleric, they will not always be there).
I think the inquisitor could fit well. Everyone else please weigh in, though.
I wouldn't be expecting him if he is Spanish... Also, what are his weapons?
Ok I'm sold. Just so I can make that joke again at some point. XD

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I think if we don't pick the first responder, we should have some decent reasons why (like filling a gap or overwhelming better fit). As it stands, I think the first responder is a good choice anyway, so I think we have a solid choice.

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I think the first responder is fine. Their posting rate and quality is pretty good.