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"I am slightly wounded down 4. I would like a heal just to make sure it doesn't get infected/"
Yyrkoon goes back and recovers his crossbow.

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I may have missed bit, but was I wounded? If so or even if not it will die. If I was wounded it'll be time to eat some sin...
Daemina takes the time to use her blade to finish off the creature she downed with her blade.
coup de grace: 4d4 + 8 ⇒ (4, 2, 2, 1) + 8 = 17

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"Right ... "
Yyrkoon produces his wand of Infernal Healing ...
"Not quite a cure, but it will work for me."
Yyrkoon use one charge of his Infernal Healing wand for Fast Healing 1 so he is fully healed in 4 rounds ...
"Looks like Daemina is all set as well ..."

DM Kludde |

Daemina ensures the reefclaw is dead, while the party inspects its injuries. Also injured - quite dead indeed - are the two acolytes on the floor, one of them wearing the Besmaran Tricorne you are after.
I don't think Daemina was wounded, but feel free to perform the ritual for flavor

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"Arrr, thar be th' booty. We be takin' it, then!" Juan will give a bit of a jaunty salute to the shrine, in respects to the Pirate Queen.

DM Kludde |

The group makes their way to their final destination, the house of the Silken Veil.
Upon first glance, it is hard to imagine the House of the Silken Veil as a brothel. It is a large, grimy marble building topped with an ugly blood-red steeple. Nevertheless, its three entrances are each hung with freshly laundered curtains and the heavy, oral smell of incense wafts from the building.
As the group enter, Yyrkoon is immediately beset by the locals oh my, look what we have here. Tell me, are you here to enjoy what hospitality riddleport has to offer?

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That I can do. It'll certainly but the group on edge.
After Daemina makes certain the creature is dead she kneels next to the creature and performs a ritual, muttering incantations and prayers.
"I offer this, to the mother of monsters! My mother! Great mother of all things bestial and untamed!" as she recites these words she then uses her knife to pry out the creature's eye and eats it immediately without flinching. "The sins of the dead are yours!"
healing: 1d8 + 1 ⇒ (2) + 1 = 3

DM Kludde |

No evil to see here, move along please

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Juan has been exposed to the Great Workings of the space between the stars. Daemina's antics are *tame* in comparison. =p

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"Arrr! We be holdin' th' marker f'r y'r debt to y'r gen'r's lend'r. Ye be givin' it up, right an' quick, then, an' then th' lad can consider comforts."
Translation from the piratespeak: We're here from the Aspis, pay up, and then maybe you can ask Yrkoon about daily rates at his discretion.
No roll yet, not sure how they'll react to that.

DM Kludde |

Aspis. Oh. You're no fun... the woman says. I'll take you to Madam, then.
She leads the group to a woman that introduces herself as Shorafa Pamodae, high priestess of the House of the Silken Veil. I am responsible for the smooth running of this hospitality establishment. You are most welcome here she says with an enticing smile, offering wine to the adventurers, why don't you make yourselves comfortable?
She keeps up her appearance well, but inside she is seething with fury at the presence of the 'Aspis agents'
I have the best wines in this house, and the most stimulating entertainment. If not here to feast your senses, where else?

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Sense Motive: 1d20 + 3 ⇒ (2) + 3 = 5
Missing whatever cues may have been of import, Juan shakes his head.
He doesn't take the offered drink. He's 'on the clock' and 'getting drunk/drugged' would be a very bad thing.
"Arr. Debt b'for' pleasure, Ma'am Pamodae. 'r boss'd have 'r hides 'f we dallied. C'n we take tha' up anoth' day, then?"
Translation: We REALLY need to get what you owe the Aspis, but we're not adverse to coming back later when we're done.

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Not being use to such attention, Yyrkoon shows a flash of irritation in his response ...
"I'm afraid getting comfortable is not what we are here for. Best keep to the point so everybody leaves happy ... to at least healthy."

DM Kludde |

Oh, but getting comfortable is exactly what I had in mind. Look, our temples has some debts to settle, don't we. Now, we have means to settle those debts with. Very enticing ones. I would invite you to indulge here... think of it, the most exotic wines, the most exotic virtues. For you to enjoy, only in return for a written statement from Vidrin Jenk that the debt has been repaid in full.

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"Arrr. An' me an my crew t' be keelhauled when 'r boss gets wind 'f it. We need th' originally arranged fee, an' quickly, y'r not th' only one that's run into hard times. Th' best we c'n offer is that we'd be back to extend things, an' we can't do that if the Veil has an 'accident'.
Intimidation(+2 Respect of Riddleport, if applicable): 1d20 + 3 ⇒ (10) + 3 = 13

DM Kludde |

Accident, hmm? Insecurity? the word triggers a tell-tale smile from Pamodae, though at this point it is clear the smile is only superficial. She adds no further words, but produces produces a locked iron case with a glass lid containing a dagger shaped like a wasp’s stinger. The case is locked, with a lock that looks staggeringly complicated. Here. Jenk apparantly wants this so bad that the lock shouldn't be a problem for him. Goodbye she says, waving for her attendants to escort the party out.

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Daemina is put off by the woman's advancements and shakes her head.
"What makes you think the Aspis will simply take your locked chest? We need to inspect the item itself." Daemina states as she glowers down at the woman. "Unlock this box now or I'll cut you down like your beasts." Daemina sneers and her third eye opens and glares too.
intimidate: 1d20 + 4 ⇒ (9) + 4 = 13

DM Kludde |

You're a feisty one, aren't you? Many of my customers like a woman who talks back. Are you sure your true vocation doesn't lie in the hospitality business? Pamodae says, making no sign being so much as swayed to get the key.

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"Arr. Ye be atestin' t' the veracity 'f th' contents, then?"
Juan will give a slightly suffering glance to Daemina before nodding to Pamodae.
"We c'n talk business after we're done w' th' jobs tonigh'. Let's go, me mateys, thar be more prizes t' plund'r. Be sure t' come back w' our pay, an' we can clear out, then."
Bluff: 1d20 + 4 ⇒ (11) + 4 = 15

DM Kludde |

Pamodae looks surprised, then says You better not hurt my feelings when you come back, then.
Back at Vidrin Jenk's compound, the Aspis agent looks over the items as only a cold-blooded administrator could. Very effective he says, these items will go a long way in re-establishing some goodwill with the Lissalans.
On those Lissalans... he says as he produces a note (see Handout) I have another task for you
I want you to take these items and deliver them to the Lissalan cult underneath the Seven Needles tattoo parlor.
---
Do as he asks, but only to keep suspicion off of you until you find out where the cult of Lissala is hiding. Once you know that, I need you to do two things. First, sabotage the Lissalan safe house as completely as possible. Second, throw the blame for the sabotage onto the Aspis Consortium.

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When we go in and do our thing, I think we'll need Daemina to speak for us, with the typical flair she's been using for the other encounters? Thoughts? Put here oocly because the 'combined ooc' of multiple rps gets confusing.

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Well being as charismatic as a boil on your arse, would certainly make certain they believe the Aspis to be a*+~+&&s. I'm guessing now we know the location we best stay in character and leave Vidrin alive as I'm certain if we're successful then his head will be on the chopping block for the blame considering the Aspis we've taken place of will probably never show up again.

DM Kludde |

Tenements sprawl across the portion of the Wharf District between Zincher’s Arena and the solid-looking Gas Forges. A shop with a sign reading “Seven Needles” stands at the end of a dim, trash-strewn alley. The tattoo parlor is abandoned, its windows cracked and portions of its wooden trim looking like they were removed long ago.
The interior of the shop holds nothing of interest - only a small counter and a chair.
There are some footprints imprinted into the dust on the floor of the shop.
There's a concealed trapdoor in the back.

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Perception: 1d20 + 3 ⇒ (3) + 3 = 6
"Let's get this over with and out of this place as soon as possible."

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Perception: 1d20 - 1 ⇒ (3) - 1 = 2
"Arr! War be the folks we be seekin' t' hand 'em their just booty?"
Juan doesn't see anything at *first* glance, but perhaps a concerted effort and taking time might be in order?

DM Kludde |

You can take 20 if you want.
After a thorough search, the group finds a trapdoor. Below, a long funnel is found, which curves around a corner at the far end, but is blocked by a metal grate. In the middle of the tunnel, a mosaic of the sun is inlaid in the floor.

DM Kludde |

... she can't quite put her finger on it.

DM Kludde |

Daemina identifies the star as the symbol of the cult of Lissala. There is no connection with Sarenrae, nor with ancient Thassilonian magic.
Shall we press on?

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"Arr, they be conc'rned f'r th' saf't' 'f th'r flock an' th' house. Let's not be breakin' it up, then."
Bluff(Send Secret Message to Party): 1d20 + 4 ⇒ (3) + 4 = 7

DM Kludde |

The group moves on to the grating blocking the passage on the far end. As they do so, a wall on the west side just... disappears. Behind the disappearing wall is a small holding pen, which holds a lizard-like creature. It immediately fixes its gaze on the pathfinders.
Briefly thereafter, the wall flickers, and comes back into view, then fading again. It seems to be a malfunctioning illusion of some sort.
The creature is locked in a pen, but its gaze is still dangerous. I need a DC 9 fort save from everyone.

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Fortitude DC9: 1d20 + 4 ⇒ (7) + 4 = 11

DM Kludde |

While the wall flickers, most of the party manage to avoid the stare of the creature. Juan, however, is mesmerized by it. He feels his knees stiffen, the joints of his arm stop moving, then all goes black.
Those looking on see Juan, held in place with a dull sheen on him. The pirate has been turned to stone!
Still need a save from Caikahn

DM Kludde |

Ouch! Any of you have a shirt reroll left?
Daemina and Yyrkoon can only look on as Caikahn and Juan are turned into statues of themselves.
The blood of a recently killed basilisk (this creature) can return a number of petrified souls back to life.
It's straightforward to move on from the holding pen to a place where the lizard doesn't have eye contact. You may also attack the creature behind the flickering wall.

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I haven't used a folio, I don't think, let's give it a shot?
Fortitude Save: 1d20 + 1 ⇒ (4) + 1 = 5
The dice hath spoken. Hopefully I soaked that '1' from everyone else.
Reflex Save(to look awesome for all eternity): 1d20 + 1 ⇒ (9) + 1 = 10

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Dunno why, but I'm invisioning you two doing a Power Ranger pose.
Know Arcana: 1d20 ⇒ 20 max of 10 so no idea.
Daemina looks away, no idea what to do about their new hardened companions.

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Knowledge (Arcana) DC14: 1d20 + 8 ⇒ (8) + 8 = 16
"We need to kill this thing to restore Juan ..."
Yyrkoon will cast Color Spray DC15 Negates

DM Kludde |

The group comes to grips with Juan being petrified, and Yyrkoon responds by throwing a colorful spray into the gazing creature. The burst throws the creature in a sort of fit, and makes it unable to act.
Will: 1d20 + 3 ⇒ (5) + 3 = 8
It's in a holding pen, so you'll have to open the door first, or stab it through the bars, if you want to reach it. If you don't avert your eyes, you'll still be subject to the gaze of the creature.
---
Juan (ston'd)
Caikahn
Daemina
Yyrkoon
---
Basilisk
---

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That's the problem I have. If I don't avert my eyes this may become a TPK, but if I do I'll be even less-likely to hit it.
Can you argue my sword being so big I can slice it whilst the door is closed? Must be quite a small cage afterall?
Regardless, here's the attack roll
attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10