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"No traps? Really?"
Perception: 1d20 + 9 ⇒ (3) + 9 = 12

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Well it was hidden behind a secret door, it just seems so.. 'deliberate'
she shrugs
Well, traps are loathsome, but missing out on valuables is even more so!
After making sure the rest of the party is outside the room, she moves towards the chest, pulling out her sword and using it to flip the lid of the box open.

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I have unfortunately neglected to carry any tools that could assist us here, if someone could please remind me next time we're in town...
Valya frowns at the padlock, before striking it a solid blow with her fist.
str check: 1d20 + 3 ⇒ (10) + 3 = 13

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"Ra, please, help her with your divine strength!", Tico prays for his god's aid and then he tries to help the tiefling.
@Valya: you gain +2 sacred bonus on ability checks until Tico's next turn.
Tico's Str aid another: 1d20 - 3 ⇒ (14) - 3 = 11 Hahahaha! I'm the god of strength! :P
@Pirate GM: total of +4 to aid Valya open the padlock.

Pirate GM |

The lock pops off with surprising ease despite its well made look.
Once that is done Valya easily pops the lid off with her sword, when the solid stone slab that is the ceiling comes crashing down.
Those of you still in the room...
Crushing Damage: 2d10 ⇒ (5, 7) = 12 Reflex DC 15 AVOIDS
Fortunately the slab stops at the 2foot plinth that the chest was resting upon, instead of going all the way to the floor.
No sign of the chest, or its contents though.
Those of you outside the room can now see the area above the ceiling slab.
In this space, chain pulleys from which the false ceiling is suspended and the trigger rods that free the ceiling to fall are in plain sight.
You think the real ceiling is about 6 feet above the false ceiling and there is nothing of value in the above space.

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Ref: 1d20 + 8 ⇒ (12) + 8 = 20
Nar jumps back as the ceiling attempts to fall on his head. Well that was new and different.

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"Ugh! Ow!"
Sabi rubs the back of his head where a lump is forming. "I'm not dead yet!"
"... at least I didn't get turned into a newt. That's always awkward at parties."
Sabi convinces Tico to apply Sabi's wand a couple of times.
clw: 1d8 + 1 ⇒ (8) + 1 = 9
Surprisingly, once is enough to makes the pain more bearable.

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I did mention above that Valy amade sure everyone was out of the room before she tried the chest, but all good from a story perspective :)
Sabi: by 'out with a cold' do you mean 'locked in a room watching Monty Python movies'!? ^.^
ref: 1d20 + 5 ⇒ (17) + 5 = 22
Sensing rather than seeing the ceiling come crashing down, Valya throws herself to the floor and rolls next to the plinth for cover. As the trap judders to a halt a couple of feet off the floor, she breathes a sigh of relief. Then hides a smirk at Sabi's self-deprecating humor.
Thankfully we're all ok, knew that thing was too good to be true!
she sands up and dusts herself off
Well I think that's the last area to explore, we should gather up the things we've discovered and make a move back to the Fort

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Reflex DC 15: 1d20 + 1 ⇒ (5) + 1 = 6
"For the weight of Ra! What was that?", says a surprised Tico, who was there helping Valya, when the ceiling falls over them.
"As Sabi said, 'I'm not dead yet', thanks to Ra", the cleric was looking terrible, feeling weakened and now very wounded. He was pleased to assist Sabi with his wounds, and Tico uses his wand on himself too.
Wand of CLW #1: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of CLW #2: 1d8 + 1 ⇒ (4) + 1 = 5
After Valya's suggestion (get back to town), Tico asks everybody: "and what about the noqual that Royst asked us to bring to him? Will we get back with empty hands?"

Pirate GM |

The noqual isn't until quite a bit deeper into the spire (level 10ish)but don't let that stop you.
Leaving the trap in place and the chest assumingly obliterated, the Pathfinders check out the final room.
Wisps of decayed and sagging spider webs droop from the walls of this room, which appears to be empty except for the long-dead, dismembered corpse of a giant spider and a stout, freestanding wooden closet in the southwestern corner. The ceiling is covered with dusty spider webs bulging down from a grid of wooden beams and plaster fifteen feet above the floor. Faint moans and plaintive sobbing come from the closet.
As the party moves forward to investigate, 1d4 ⇒ 1 Tico Reflex: 1d20 + 1 ⇒ (4) + 1 = 5 is caught in a net that drops from the ceiling as the 4 wardrobe walls fall away to reveal a zombie.
Despite the zombie's supernatural quickness and immense strength, the party is able to dispose of it quickly. Advanced Fast Zombie. Gets it all the way up to CR 1
With that the party heads back upstairs and back towards Fort Inevitable!
Chronicle sheets coming later today, hopefully some Fort updates as well, but those might not make it until tomorrow.

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"Wow. Do all undead have resistance to cold? I was feeling a bit useless there."
"Not that I wish I were a pyromancer, or anything. Those guys are always a bit wrong in the head."
"Anyway, it'll be nice to get some rest without having to worry about those creepy spiders!"

Pirate GM |

Our heroes return victorious once again from the Emerald Spire.
After perhaps a bath and a nice meal at the inn you are able to gleam some more info regarding pieces of town.
(23)The Stalwart Priory
Three years ago, a master of the order named Sister Khedra established a small priory in the Crusader Road region to aid and support pilgrims and Stalwart Fist members on their way to Mendev.
From your understanding the Stalwart Fist is a Taldan monk order and that Sister Khedra maintains a firm policy of non-involvement with politics and civic affairs.
At some point Tico will find a note tucked under his mug.
Greetings freedom seeker. Know that you are not alone. Should you need to contact us, leave a message at Victory Fountain for Esmeralda.
27Victory Fountain
This fountain consists of a stone plinth within a pool, crowned by a statue of the half-elf heroine Tarwynna, leader of the army that crushed the goblin kingdom of Zog. The fountain and its statue date back to before the Mendevian Crusades brought a plague of bandits down on Southwood.
The Fountain Square is a common meeting place in town, and notices are tacked up on a message board nearby.
Where to? Other than reporting to the Hellknights and sending data back to Zarta, what sort of stuff are you guys up to?

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Tico was hungry and was eating like there was no tomorrow, until he realized the note sent to him.
His eyes lit up at that moment, "for Ra, I'm not alone!", he thought.
The cleric's excitement was apparent, if before he was delighted with the food, now he just wanted to finish it soon to go to the Victory Fountain.
When he finish the meal, Tico takes leave of his companions and goes to the specified location and begins his search for Esmeralda.

Pirate GM |

The fountain is reasonably busy, with a few kids running about playing tag, and plenty of people walking by, some of them stopping to read the bulletin board. A dwarven woman even stops and posts a notice.
Mary's Chickens are back! Fresh Eggs for sale! 1 copper each, or a silver gets you a dozen!
The board seems to contain domestic notes, offers to buy and sell, there's even a wedding coming up.

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Sabi needs to reconsider his gear. Part of this will be negotiating purchase of some of the found loot back from the Hellknights.
I'll need to figure out his shopping over the weekend. Probably the transport token. Eventually the Con belt, but can't afford it now.
One of the things Masao knows he needs to do is get a reference for Ancient Azlanti. If these are Azlanti ruins, he's sure knowing that language will come in handy some time.

Pirate GM |

22
Boons and other reference material in Fort Inevitable is best found at Nolm's Bindery.
Trading in papermaking, bookbinding, inks, and books of all kinds, Falandra’s Bindery is a cluttered and friendly place that is part workshop and part used bookstore. The owner is Falandra Nolm, a woman still in her twenties.
She inherited the store from her father, Presdar Nolm, who was one of the accused conspirators arrested and executed after Lord Varden’s death. Falandra has no love for the Hellknights or the lady commander, but she has several younger siblings to support.

Pirate GM |

Trading in various coins, leads you to meet Gertrand Yeldun, the Moneychanger.
He runs his business out of an office at the front of his comfortable townhouse 16
He appears to run a fair and efficient business and isn't one for chatter but will exchange your coins at fair rates.
It is well known that he is a member of the Council of Prosperty, a civil advisory board for Fort Inevitable.
Estha Walthomar
Feel free to ignore hooks that you aren't interested in or delve deeper into ones that you are. I think we'll do stuff in town as time permits this and next week (Christmas!) and then head back into the Spire the week afterwards.

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Nar would like to improve his archery a bit and look into local agriculture.
Nar will probably now multiclass for a while to be a bit more effective. Was debating between life oracle (for some healing tricks) or Fighter for some better archery - leaning towards the fighter dip atm though.

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After the usual check with the Hellknights over the gear recovered from the Spire, Valya immediately heads for a long soak in a hot bath, near desperate to scrape away the last of the cobwebs from her hair.
knowledge (local): 1d20 + 5 ⇒ (1) + 5 = 6
Her mind insists on concentrating on leveraging her contacts rather than the history of the fort, and she fails to gain any insight from the buildings and people she sees.
Finally she is able to source a wand to cure her future wounds, after stowing it in her pack she returns to the inn to see what the others have discovered.

Pirate GM |

The Lady Commander will allow Nar to train with the Hellknights at the Bailey 30
They have a nice set up with archery targets, sparing dummies and plenty of supplies.
Local agriculture consists primarily of various grains such as barley, wheat and oats. Farms also tend to have a few animals such as sheep or goats.
1 There is a vineyard and winery just north of town known as Caerlin's. He's said to be a half-elf getting on in his years, leaving more and more of the business to his daughter to run.
4To the east of town is Naldred's Farm, you've passed by the north edge several times on your way to and from the Spire by now. It's got expansive fields of golden wheat, and a fine stone farmhouse.
It is run by Naldred Tillman and the fields stretch over a mile both east and south and are always tended by large numbers of slaves.

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As she walks around the Fort, Valya realises how much she has come to know the tiny community despite the small amount of time she's spent here. She feels the shape of the ground beneath her boots, the noise of the market flows over her like a wave as she unhurriedly weaves her way effortlessly through the throngs of people there.
knowledge (local): 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Waiting until the others are back, Valya dispenses with small talk and simply begins
Naldred Tillman, his slaves appear to be suffering higher fatalities than usual. Has anyone heard about anything that could shed any light on this?

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Tico approaches the dwarven woman, and asks her: "excuse me, milady. Do you have some time? Do you know who is Esmeralda?"

Pirate GM |

She pauses for a sec, and thinks before answering "Ya'll the new adventurers exploring the Spire I bet. Nothing but troubles gonna come from that I tell ya, why don't you settle down, get married."
Having gotten distracted she pauses for a moment to compose her thoughts "Oh... maybe that's are what'cha doing. I don't know no Esmeralda though, is she pretty?"

Pirate GM |

Without any more obvious leads to the resistance and with everybody's supply needs taken care of, eventually a letter arrives from Zarta complimenting you on your job so far. makes allusions towards your pain/pleasure tolerance and urging you to continue your expedition deeper into the spire.
Heading back out is mostly peaceful, the goblins that previously inhabited the top level of the spire have not returned and the few remaining spiders on the second level leave you alone.
A large hole, filled with webs descends into the 3rd level.
Will post more when I can.

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Sorry old post got eaten by me not finishing it all at once and I forgot to repost
Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
Nar will talk about his findings with anyone in the group who desires to speak about it.
Nadred does seem to work his slaves overly hard, but not cruelly. It may be even more odd that they are suddenly dying. Seems like a situation worth checking out at some point.

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Masao nods. "I concur, my flaming friend. 'Tis unwelcome rumor, at the very least, and deserves looking after."
A week later, and I'm still not leveled up. Oh, the holidays!

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Tico, you're beginning to get the sense that you may have misunderstood the message.
Feeling a bit stupid, Tico politely answer the woman: "my apologies, milady. I really don't know how she is, when I meet her, I'll come back here and tell you", he smiles to the dwarven female and leaves her there. The cleric goes to the board and searches for any note that can attract his attention, especially that about the wedding.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Sorry for my vanish, but this end of the year had been very busy to me, specially because of the holidays. I'll probably come back to post regularly after Jan 5th. Sorry for this. :/
And I still have to update my sheet...

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Valya stares down the spiderweb-filled hole in the floor.
Let's lower a torch on a rope first, at least that will burn through the webs currently blocking my vision...
Valya proceeds to do that.

Pirate GM |

No worries on being slow, I'm working ~50 hours this week instead of my normal 20, my posting speed is going to be slow this week.
The shaft descends at least 30 feet, and probably closer to 50 feet down before reaching a landing.
Here the stone walls are covered in long decaying plaster murals.
To the north a pair of short stairs gain a bit of elevation. Past them you can see iron bars, illuminated by small oil lamps, providing dim lighting.

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Valya lowers herself down on a knotted rope Take 10 on climb and stands guard at the bottom of the shaft until everyone else has gotten down.
Looks like there is another way up, but it's barred. Where else can we go?

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Anyone any ideas aside from knocking?
Valya wonders briefly if her skills with a lockpick might come in handy, but waits to see what the others suggest.

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Nar takes a look around before suggesting anything.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Assuming he doesn't notice a trap. Seems like a good defensive position. Then Nar will try openning the door since no one has checked to see if it's locked.

Pirate GM |

1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (15) + 5 = 20
1d8 ⇒ 6
1d8 ⇒ 7
No traps, however as you guys approach the door a pair of crossbow bolts come flying out of the arrow slits on each side of the door.
One of them thunks into Nar's right thigh 7 damage while the other flies harmlessly over the party's head.
A pair of voices shouts from behind the door "Nice shot!" and "There's more where that came from!"
B1: 1d20 + 7 ⇒ (7) + 7 = 14
B2: 1d20 + 7 ⇒ (8) + 7 = 15
Nar: 1d20 + 8 ⇒ (10) + 8 = 18
Valya: 1d20 + 2 ⇒ (5) + 2 = 7
Tico: 1d20 + 1 ⇒ (19) + 1 = 20
Sabi: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative:
Tico
Nar
Sabi
B2
B1
Valya
Tico, Nar and Sabi are up!

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"Let me see if I can do something..."
Tico starts to look around for any hidden mechanisms, even the magical, with Detect Magic".
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
And I still have to update my sheet...[2] :x
@Pirate GM, I posted it before see your last post... Tico's actions will interfere with something before the combat starts?

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Ok! So, I'll update my sheet and post later.

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Tico casts Shatter over the door's lock, creating a loud, ringing noise that destroy it.

Pirate GM |

While Shatter would ignore the hardness, you've still got 30hp to get through to break the lock.
If the lock was made of "crystal, glass, ceramic, or porcelain" it would easily shatter of course.
Please let me know if I've missed something, and feel free to do something else.

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** spoiler omitted **
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
So, 3 options.
First option (breaks brittle, nonmagical objects): Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Second option (sunders a single solid, nonmagical object): Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level.
Third option (damages a crystalline creature): Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
In this case, if the lock's weight is 30 pounds or less, no matter how much is its hardeness or hp, it is just destroyed, since it will be affect d by the second option - " sunders a single solid, nonmagical object".

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Her feelings changing from concern to exultation in mere moments as Tico's spell destroys the barrier between Valya and her prey, the tiefling pounces on the unfortunate creatures behind the door, drawing her sword as she moves and bringing it down in an overhand chop on top of the blue bandanna-wearing humanoid's head.
Pretty sure they won't get an AoO on Valya if they've been using bows *crosses fingers*
b sword: 1d20 + 6 ⇒ (16) + 6 = 22
slashing: 1d10 + 4 ⇒ (10) + 4 = 14