
Jalik Daweri |

Jalik maintains his rage and uses his claws on the zombie.
claw1: 1d20 + 7 ⇒ (15) + 7 = 22
claw1 dmg: 1d6 + 6 ⇒ (4) + 6 = 10
claw2: 1d20 + 7 ⇒ (10) + 7 = 17
claw2 dmg: 1d6 + 6 ⇒ (2) + 6 = 8

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When you channel positive energy you need to pick either harm undead or healing. Unfortunately you do not get both.
Bruce withdraws to the back of the group.

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Yikes! I wonder if that was a holdover from 3.5 I have been hanging on to for years... I've never seen the OR in that sentence... always assumed it did both... thanks for pointing that out Bruce! I will choose to have it harm this round.

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They did both in playest for PF RPG rules when it first came out, and then decided it was way to powerful and switched it once the core rulebook came out, Thistle. No worries, we all do stuff like that sometimes.

DM Kludde |

I still think elves cannot be raised from the dead. :p
Amiri hits the zombie with a sling bullet, that makes a soft >thud< sound as it hits. The damage impact does not seem to be very profound. Bruce falls back as Asuna waits.
Will: 1d20 + 3 ⇒ (1) + 3 = 4
Will: 1d20 + 3 ⇒ (14) + 3 = 17
Jalik channels white light, briefly offsetting the greenish glow form the tower core, and burns the goblin undead further down. Jalik then proceeds to rend apart the frontmost zombie.
---
Asuna
Bruce
Amiri
Thistle
Jalik
Skaarr
---
Goblin Zombie - Dead
Goblin Zombie (1)
---
---

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When the foremost zombie goes down, Kirito rushes in to bite at the second one. attack+pa: 1d20 + 4 ⇒ (20) + 4 = 24
dmg: 1d6 + 6 ⇒ (6) + 6 = 12
confirm: 1d20 + 4 ⇒ (14) + 4 = 18
confirmed dmg: 1d6 + 6 ⇒ (3) + 6 = 9
Kirito bites the zombie in the waist and gives it a proper shake.
-Posted with Wayfinder

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Fellgrim glanced at the poorly cribbed note in his hand. The address was difficult to make out.
I know I'm to meet up with the rest of the party somewhere around here
Shoving the note back into his pouch, Fellgrim continues his search ...

DM Kludde |

The dinosaur rips into the putrid flesh of the decaying goblin, and tears it to shreds.
Combat, and level, over!
Everybody should already have their chronicles...

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"Maybe we should head back to town so we can rest up and resupply?"
Bruce uses his chalk to write a similar message for thistle.

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"I concur with ressst" Thistle says aloud, in his odd sounding voice. Mayhaps the godsss will bestow us with another favor before we delve deeper into this foul placcce.

DM Kludde |

Fort Inevitable is just a couple of hours away from the Emerald Spire. It's a bastion of law in an otherwise lawless country, and the firmly clenched first of the Hellknights is clearly felt within the walls of the fort. The party is looked at with a level of distrust, and it soon becomes apparent why. The hell knights regard adventuring - raiding dungeons and ousting bandits and goblins - as viglantism. Those who seek to adventure anyway should obtain a warrant to do so. In good Cheliax nature, his is a formality more than anything else, costing fifty gold and requiring a party to hand over thirty percent of proceeds. Those who do not have such a warrant... well... the law is harsh here.
Though you can do any shopping unobstructed right now

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My character is from their faction, or the new version thereof. Am I received any better?

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Is there a PFS Lodge, Factor or contact within Fort Inevitable that can make the proper arrangements for adventuring? And of course, introductions for the new folks?

Jalik Daweri |

[b] I am with Amir, time for a trip to the Fort. ]/b]

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Ready to join when you want me...have I been sent by the society as reinforcements or something?

DM Kludde |

It's not a matter of being received poorly - the law is the law around here. Asuna doesn't receive any special favours here (unless you have a vanity or a boon?)
Caranthir and Fellgrim are enjoying a stay in the Red Lantern inn of Fort inevitable, as a message from Venture Captain Smine reaches them. A messenger boy delivers a letter that reads Heard you were in the area. Keep an eye out for a pathfinder group, and assist them if necessary. Ensure they do not run into trouble with the law in Inevitable, I have to bail out agents often enough as it is.
The Red Lantern inn, which is the only choice for weary travellers.

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A tall, athletic elf with intelligent eyes stands on the porch of the inn, on the lookout for a group of fellow Pathfinders.
He carries a finely-crafted longbow with a sure hand, and quietly checks his two quivers.
Seeing a motley group of four well-equipped adventurers, he can't help but think it might be the group he is looking for. Nodding to Fellgrim, the two approach the group.
"Well met! he calls out to them. "I am Caranthir Silverhand, and this is Fellgrim," he says as he gestures to his companion. "Might you be Pathfinders? If so, we have orders to assist you, if you require assistance, and also ensure that we comply with all local law."

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"Well met boys, glad to have you with us, assisting." The cute girl replies and does a quick round of introductions.

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Caranthir greets each with the haughty demeanor typical of elves.
"I'm glad we will be needed...it has been quite the trip to arrive here. Please fill me in on what we will be doing...all I heard was something about tracking down a pair of last wizards. Have you had any success?"

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A well armored, scaly Nagaji stands near the back of the group. His weathered shield hangs from his back and his simple morningstar hangs from his belt. He looks constantly to his surroundings, trying to pick up clues where he can, grateful to be back in an area where the light extends beyond the reach of his weapon.
He turns to see the elf as he is addressing Asuna, and does his best to read the elf's lips. Unfortunately, he just can't seem to make out the words.
Thissstle. He says, extending his scaled hand. I've spilled blood with these companions, I suppose I can give them the courtesy of speaking aloud, even if I cannot even hear my own words.
You should know that the godsss have blessed me with divine power, and cursssed me to never hear again. You may need to write down what you need to sssay. When it comesss to battle however, I know my place. He says tapping his trusty board and chalk first, then his shield as he finishes his comments.

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As each companion is introduced, Fellgrim pays more attention to their equipment than to the individuals themselves ... as only a true tinker would. His own equipment seems new and sparse; the mark of inexperience ... and a limited budget. He is eager to hear about the parties adventures to date, pestering his new friends with questions and listening closely to their stories as he tries to accompany them during their resupply trips to the market and arcane shops around town. The child like enthusiasm he displays seems totally at odds with the alchemical supplies and bomb casings swinging from his belt when he bounces as he talks.
"So there is more of this ruined fortress to explore? How big do you think it might be?"

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"Pleasure, Caranthir. I am Skaarr. We've had success in removing a group of goblins from the ground level and the spire of the ruins. We're back in town to resupply before delving further into the depths," the half-orc says. He offers his hand to Caranthir for shaking.
Going to level up this morning.

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Caranthir accepts the half-orc's handshake, then says "And what of the lost mages? Has there been any sign of them in the ground level?"

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Bruce points to the gnome's bandoliers and says, "Those look handy, I think I'll pick some of those up. Then wanders off to do his shopping.

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"We have had word of one. The bugbear in charge was keen to get rid of him. And it appears to be a necromancer if his zombie goblins were any indication." Asuna says.

DM Kludde |

The many lines of shops along Juliver way I've put up a map of Fort Inevitable provides easy access to all kind of wares, and the adventurers have little trouble getting access to the products they're used to having at home.
Meaning this is a suitably large town, and you have access to the 'always available items', as well as any items you can buy with fame or chronicles

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Caranthir nods at Asuna.
"That we are on a mission to rescue a necromancer seems...interesting, to say the least. Well, we have been waiting here for two days, and I have proceeded with all necessary preparations. I am ready when the rest of you are."

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Pretty sure we are not here to rescue the necromancer, unless I missed something... Just want to make sure that is clear. My character is deaf, otherwise I would respond in character... :)

DM Kludde |

Forward to the second level?

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Fellgrim is as prepared as he can be for the start of the adventure and is very eager to begin ... perhaps even to the point of being something of a pest while following party members as they resupply and re-equip in the markets.
"Are we ready now?" said in much the same manner as a child would ask ... 'are we there yet?'

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Okay, I was just trying to understand the mission...I read the first page that we were trying to look into the disappearance of two mages that explored the tower and disappeared. I guess we're not trying to "rescue" them, but just see what happened to them?
"I'm prepared. Let us proceed."

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After making his purchases Bruce is ready to go. "Given that his necromancer is working with goblins I doubt he is one of the wizards we are looking for."
Bruce also took the time to register for the license to explore the tower and explained the Pathfinder Society would gladly pay the 30% fee for any artifacts found. Let the bean counters deal with it, we all get a flat fee anyway.

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"So erm, any changes in our marching order? Since some friends left us... What are you two good at?" Asuna asks during the walk towards the dungeon.

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Caranthir adjusts his two quivers and holds out his bow. "I'll be filling things full of arrows," he says.
"And perhaps adding some magical support, with the precision typical of the elves," he adds, without a hint of sarcasm.
"I should probably be in the rear or middle of the group."

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"What are you two good at?"
Fellgrim replies with a barrage of words running together with no discernible break to breathe ...
"I am a tinker. I have some skill with devices; although I am still saving up for a set of tools. And I am not so big as to be in the front during a fight ... but I am okay with a long spear and a few bombs; although I am still working on my precision with those, so I don't use them around friends ... my potions master at school said that I was pretty good at healing draughts and a few other tricks, so I can do that too; although not very often it seems ... maybe I should just stick to the healing extracts; what do you think Asuna?"
- Cure Light Wounds
- Enlarge Person

DM Kludde |

I've put a map, place yourself where you like.
The party, re-entering the now-abandoned fortress level, plod through the darkness until they find the spiralling staircase down, illuminated by the eerie green glow of the central spire. The steep stair descends through solid bedrock for fifty feet before ending in a stone-lined room. A large stone door stands directly south of the stair, a small alcove lies to the east, and another door to the southeast is slightly ajar. An extinguished torch rests on the floor of the alcove.

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"Why don't we try the door to the southeast," Clandelve suggests as he picks up the torch in the alcove.
"It's open."
perception: 1d20 + 6 ⇒ (1) + 6 = 7

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"Let me check it out first," Bruce says before activating the light spell on his way finder. He checks the area for traps.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
-Posted with Wayfinder

DM Kludde |

The magical darkness that was so ever-present on the higher level doesn't seem to linger here. The green spire casts of a sickly green glow, and further down the hall luminescent mushrooms create a dim lighting from irregular, greenish-white furry patches.
Checking the area, Bruce finds a secret passage, just behind where the torch was dropped.

DM Kludde |

The door to the south is solidly locked, but free of traps.

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Caranthir nods approvingly as Bruce finds the secret door.
"I am all for using secret doors whenever we find them. Perhaps we will achieve the element of surprise versus our adversaries. I suggest we use this one."

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"At least we got rid of that infernal darkness. Lead on Brucy, secret passageways are fun." Asuna says with a grin.

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Caranthir casts light on the fletchings of a nocked arrow, then moves forward with the others.

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Skaarr follows the others, in his new set of plate mail armor. He's much louder than before, each of his movements offer clanks of various volumes. The half-orc warlock's face is hidden behind a visor made by the hell knights to resemble a howling devil. He follows the others with his trusty greataxe in hand. "I put people to sleep and kill them mostly. But I can do a little healing if necessary," Skarr throws in.

DM Kludde |

The hidden passage leads into a small alcove, from which another passage leads into a chamber.
A curving wall of glowing green crystal bulges out into this chamber from one corner. A stout wooden table stands along the wall opposite it. On the table lie three rotting human corpses and the remnants of a strange spider.
One of the human corpses has had all of its extremities severed, and its torso has been opened to reveal the internal organs. Another dismembered corpse has spider legs sewn onto the stumps in place of the removed limbs, all of which are neatly arranged near the rest of the spider.
A bucket full of reeking, old blood sits on the floor under the table, and needles with lengths of silken thread attached are stuck in a hand-sized block of bloodstained wax atop the table.