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Shortly after returning, Sabi, writes to "Pathfinder & Roebuck" mail order, asking for a belt of mighty constitution. When the reply returns later, "You are not heroic enough", he is rather deflated, until one of his friends points out that they found one in the Spire, and he could try buying it from the Hellknights instead.
Argh. Frustrating afternoon ... doing level up, and wanted the Con belt. Added it, updated my sheet and stats. Then saw my fame wasn't high enough, and went back and removed it. Then saw it on our second chronicle, and went back and added it again. Argh. On the bright side, this process made me realize I hadn't been counting Sabi's hp properly, so he's a bit stouter now.
During his downtime (read, "level-up"), Sabi spent some time practicing his penmanship. Rank in Profession(scribe), combined with "class skill" bonus means he now has a) a downtime skill, and b) a +4 bonus on those frustratingly stupid Pathfinder reports. Unfortunately, he had to put aside his study of languages to do so. (Open to suggestions for a language to study next level up. Draconic? Abyssal? Aquan?)
He also spends some time showing off his new "barrier" talent that he'd been practicing, erecting multiple sheets of ice to provide some cover. See sheet for details, but basically, provide cover to a 5' face as a standard action.

Pirate GM |

Alright, back out into the wilds...
Your trip into the wilds is fairly uneventful, there does seem to be a increase in varmints and other small game as the goblins are no longer eating every rodent in sight but they provide no threat to seasoned explorers such as yourself.
The splinters hold to their word and allow you free passageway deeper.
The stairs descend to a small chamber of smooth, hewn stone lit by a dim greenish light from two strange, torchlike devices on the walls.
A metal door with a simple latch mechanism glows with a dim green light in the middle of the north wall. The walls and ceiling are decorated with drawings and writings in bright colors. The depictions are abstract but somehow alien and disturbing. The inscriptions are in primitive Draconic.
An acrid, nauseating reek fills the air—a musky, reptilian stench. Fort DC 13 or be sickened
A reptilian creature, seemingly unaffected by the stench seems to be awaiting your arrival by the door. He's weaing a colorful leather garment and leaning on a walking stick.
He smiles and speaks "We welcome you to Godhome. I am Slaagh. You wish to make sacrifice now, or visit? Take holy grub maybe?”
Picture and map updated in Emerald Spire

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Fort: 1d20 + 11 ⇒ (16) + 11 = 27
Kn.(local)vs.dc10: 1d20 + 0 ⇒ (9) + 0 = 9
Hello Slaagh, I am Nar ibn Saif, my companions and I are here to look around, so a visit I guess. What is this holy grub you mention?
diplomacy(just in case): 1d20 + 8 ⇒ (17) + 8 = 25

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Take '10 on Linguistics: 15 = 15
Fort DC 13: 1d20 + 5 ⇒ (2) + 5 = 7
"Hmmm... Interesting... It seems that those inscriptions mentions some religious words, proclaiming this place to be 'godhome'", he told to the party, just before the troglodyte appears with its stink, and the cleric starts to spew.
"For Sarenrae sacred flames...", he plagues between a vomit and another.

Pirate GM |

Slaagh eagerly responds
"Yes, we gladly show you around, we are peaceful, god takes care of us, gives us things to eat, things to drink, come I can take you."
He will open the door behind him, step through and motion to follow him
Looking into the next room two light-sticks are mounted on the walls of this chamber, and every surface is adorned with crudely rendered paintings. Passages lead north and east. A short corridor in the north wall leads to a larger room. Two troglodytes appear to be in the northern room, although it's hard to see what they are doing from here.

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Linguistics: 1d20 + 3 ⇒ (19) + 3 = 22
Knowledge(local), untrained: 1d20 + 0 ⇒ (11) + 0 = 11
Sabi nods as Tico speaks. I knew that. Why does he get all the credit.
Fort: 1d20 + 9 ⇒ (14) + 9 = 23
He smiles ruefully as the cleric retches. Sabi is quite happy that his work with the elements has given him a strong stomach.
He doesn't know Draconic. Such a shame, he thinks. The text on Draconic was right there in the library. I even thought about studying it. Oh, well, maybe next time.
The sight of the Troglodyte makes him a bit uneasy. Maybe we can have Tico try the food first.
Sense Motive (untrained): 1d20 + 0 ⇒ (8) + 0 = 8

Pirate GM |

Slaagh leads you to the northern room.
This room contains a large stone vat in the middle of the eastern wall. It seems to be filled with a pasty, pink substance.
Just north of the tub, a tall door made of lustrous, coppery metal leads east, and passages exit the chamber to the north and south. Three torchlike devices in the wall glow with a soft green light, as does the metal door. Two troglodytes are here, touching up a wall painting.
The pink substance has a horrible smell, even worse than the troglodytes. Slaagh doesn't seem to notice and walks up, scoops a handful out and eats it.
Aftewards he scoops another handfull out and offers it to you.

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fort: 1d20 + 6 ⇒ (18) + 6 = 24
Valya wrinkles her nose but manages to stifle her revulsion.
Greetings Slaagh
She eyes the reptilian cautiously.
One advantage to having teeth and claws, my hands look to be away from the weapon on my back and yet I am ready to fight regardless. I'm sure Nar said something about diplomacy being an iron hand in a velvet glove or somesuch, I wonder if this counts?
She nods as the party is shown through several rooms, before politely refusing any of the pungent pink gloop being offered.
So Slaagh, is 'godhome' literally the home of a god? How do you and your people come to live here?

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@Pirate GM, how long will Tico stay sickened?
"Er... No, thank you", Tico refuses the troglodyte's offer, still feeling a bit nauseated.
"By the way, what would this be?", he points to the pink thing's direction.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Tico casts Detect Magic to see if it have magical properties.

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That looks interesting, but it would be rude to turn down your hospitality, I'll partake. Thank you.
Nar will eat the pink gloop.

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"Tico here is our leader. I think it only fair that he partake on our behalf."
Tico just looks at Sabi.

Pirate GM |

Tico: awhile... you're in an area that's full of Trogs. In theory each trog you meet gives a new save lasting a minute. For simplicity sake we'll leave you sickened for now, if/when we get into combat or a new 'scene' we'll get new saves from everybody
Slaagh responds to the several questions while the painting Troglodytes keep out of your way.
"Yes, our God skraa-orm thagh lives here, why we call it godhome. This stuff is the holy grub, it is refreshed by our god every day. We've been here several generations, thagh is very benevolent."
Nar is sickened by the disgusting slop.
Slaagh frowns, a bit surprised that the food doesn't agree with Nar, but that doesn't deter him from continuing. "You want more tour, or perhaps leave an offering for god?"

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What kind of offering would your god like? I know different gods like different things and I wouldn't want to offend thagh
Yeah I kinda figured that was coming, thought I'd do it anyway

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Hmm.. Iron metal, let's see what I've got. Well, Erastil likes arrows and they're Cold Iron maybe that will work
Nar will pull out a quiver of Cold Iron arrows and a crowbar. I don't carry a lot of metal, but I'll happily leave some of what I have as Gods should be revered. I have this quiver of arrows, which I know are only partially made of metal, and this crowbar that is made of all metal but not as good metal as the arrows.
Unless told otherwise, Nar will leave the arrows and the crowbar as a sacrifice.

Pirate GM |

Slaagh responds "Those look like good sacrifices, not sure if enough but god not here, God over here"
Slaagh will lead you through the metal door to the central chamber. Where a hexagonal, metallic structure about ten feet wide and almost twenty-five feet tall looms in the center of this high-ceilinged room, emanating a greenish-white light.
All kinds of gears and armaments are stuck to its silvery sides, including dozens of weapons, shields, and pieces of armor, as well as lanterns, buckles, and tools.
To the north and south of the object stand two large stone statues, each depicting a troglodyte with its arms upraised in adulation. Four copper-colored metal doors lead out of this chamber, one from each corner of the room.
You all notice a strange force tugging at your metal armor and weapons, pulling them toward the device in the center of the room. At this distance it is only strong enough to say make belted items point towards the center.
Slaagh pulls out a broken metal gear and throws it towards the center. As if freed from gravity it quickly veers towards the hexagonal box and clangs as it sticks to the outside.
"Meet skraa-orm thagh" says Saagh
Added picture of statue to map.

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Feeling the blade i her scabbard pressing against her back, Valya takes a step back
no offence to your god, but I think we shouldn't get too close. Nar, I advise you provide your sacrifice at range as it were...
Valya regards the box with some suspicion, before turning to Slaagh
Thank you for takign us in to the presence of your god, but can I ask you whether you have any trouble from the other levels? Do you know of Klarkosh? And is there a way to get to a lower level from here?

Pirate GM |

Slaagh responds "Yes, there is a way down. I can show you where it is, but only thagh can open it from this side. We do know of the foul Klarkosh, he resides beneath the flooded level. He calls himself master of the spire and is no friend of ours. Below us has lots of water, it moves too, stays fresh, plenty of room to breathe at least in area near our level. Some strange lithe blue people live there, we've tried to talk with them but they aren't very friendly."

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As long as we've moved into a new room, is there anything of note amongst the clutter in the room. Nar will take a look around after he gets past the introduction to thagh.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Thank you Valya, I think you are probably right.
Not enough, says our friendly tour guide. Maybe I have one more thing I can give away. My brothers and father would be so disappointed to know I'm even considering it, but I can probably get a new one in town. I'd hate to part with it but, it maybe for a god such a sacrifice is appropriate.
On seeing your god, I have one more sacrifice I can make, while it is metal, it is a far bigger sacrifice for me sentimentally. This blade I carry is the mark of my family but for Skraa-orm thagh and his doorway, I figure it may be worthy.
In addition to the crowbar and arrows Nar will offer up his scimitar.

Pirate GM |

After Nar proves the crowbar and Scimitar, they quickly fly and attatch themselves to the godbox, there is an eerie hum that begins deep inside thagh followed by a pair of metallic clicks in the distance.
Slaagh will lead you on to the exit with a bit more tour guide along the way.
"Everyonce in awhile skraa-orm thagh brings us new members for our tribes from the surrounding lands. It provides us with all we need, fresh food and water and occasional other supplies, it truly is a god."
Slaagh does not take you into the warrens but points them out along the way to the exit chamber in the northeast corner. Where a tall troglodyte statue stands in the center of this otherwise featureless square room, its arms outstretched. Light-sticks are mounted on the east and west walls, providing dim green illumination, augmenting the stronger glow from the door.
In the northeast corner, a section of the stone floor is cut away
perfectly, revealing a stairway that descends into darkness.
From there you are able to descend to the next level.
Congrats, you've completed this level of the Emerald Spire! See Discussion for Chronicle Notes.

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Tico feels relieved to not have to engage into combat, at least not this time.
The cleric didn't feel comfortable in that environment, addition to the sickness, that "Godbox" of the troglodytes was at least bizarre.
"Well, let's continue. Thanks for help, Slaagh" thanked him, as he went to the lower level with his companions.

Pirate GM |

The ramp winding down from the level above ends in a flight of stairs leading to a dank, low-ceilinged room. The curved surface of the Emerald Spire takes up the northwest corner, and to the east is a broad stairway leading down to a dark passage from which the soft sound of lapping of water emanates. A small, closed door stands in the south wall. Several toad-sized crabs skitter about...

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Sabi knows a little about water and about some things about marine life. He's just not sure how much he knows. It was a lifetime ago in his village.
Knowledge(nature): 1d20 + 4 ⇒ (16) + 4 = 20
Are the crabs a sign of anything? Deep water? Lack of predators?

Pirate GM |

Sabi recognizes the crabs as fresh water crabs, likely meaning the water down here is kept clean somehow and that there is some sort of smaller food source. While harmless to larger creatures on their own, this type of crab can be dangerous in large numbers.
Skittering up the far stairs is a gigantic (Medium sized) orange crab like monstrosity with strange silvery markings. Resting on the creature's back is a small blue winged creature with one of the tiny crabs on its shoulder
Behind the crab-like monstrosity is a blue-skinned, blue-haired humanoid clad in mail with a silvery rune on his face.
He shouts at you:
" قتيل، بتخصيص بل كان, غير أن"
2 separate Nature and 3 separate Planes checks.
What do you do?
Picture of tiny critter added to map.

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Tico will take '10. If he can't, here are the checks:
Knowledge (planes) DC 10: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge (planes) DC 11: 1d20 + 5 ⇒ (11) + 5 = 16
Knowledge (planes) DC 13: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge (nature) - untrained: 1d20 + 1 ⇒ (20) + 1 = 21
What Tico noticed about that exotic fauna, left him on alert. They could be more powerful than they appeared.
Unable to understand what the creature said, the cleric attempts to communicate with him, just after call for Sarenrae's blessings:
"Hi, I'm Tico. Can you understand me?"
Diplomacy + Touch of Glory: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30
After his words, Tico draws his scroll of comprehend languages and will use it, if the undine couldn't understand him.

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This is my probably partially incorrect head canon, it was a long week, that we opened the way, thanked the trogoldyte for the tour, but asked that we take a quick sojourn into town before heading down a level
When they headed back to town. Nar spent some time performing a sword dance from his native land hoping to collect money to find a suitable replacement for the scimitar he lost. Despite not being a scimitar that represented his family, he found a nicer quality one than he previously had and hopes it can adequately represent that past. He'll spend some time making sure the tannery is running well and that the employees are all taken care of and scrounge around town looking for supplies for a water-filled level.
Before heading down through skraa-orm thaagh, he'll look at Tico and hand him a scroll. We may want to use this when we get down there. Please feel free to use it on all of us when the time is right
Scroll of Water Breathing It should give everyone 2.5 hours of waterbreathing, but take a caster level check to activate.
IN level
Umm, I'm sorry I don't understand
diplomacy (to look non-threatening): 1d20 + 8 ⇒ (6) + 8 = 14

Pirate GM |

Taking 10 on the knowledge is fine, as is head canon of returning to town.
Responding to Tico's common the creature speaks in common back "I said go away, I'm studying the spire here and you're disrupting it."
Assuming you don't actually immediately leave and abandon your quest...
"I said shut up and go away!"
Crab: 1d20 + 3 ⇒ (5) + 3 = 8
Little Blue: 1d20 + 6 ⇒ (10) + 6 = 16
Nar: 1d20 + 9 ⇒ (5) + 9 = 14
Tico: 1d20 + 1 ⇒ (10) + 1 = 11
Sabi: 1d20 + 3 ⇒ (9) + 3 = 12
Valya: 1d20 + 2 ⇒ (6) + 2 = 8
The tiny blue critter hops off the crab's back and flees, dropping the poor little crab off its shoulder and onto the ground. Fortunately it lands on its feet.
Despite Tico's diplomatic words, the creature has no interest in conversation.
Initiative
Nar
Sabi
Tico
Big Blue
Crab
Valya
Little Blue
Nar, Sabi and Tico are up!

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Tico draws one of his wands and prays, "Sarenrae, please, guide us with your greatness".
He casts Bless: +1 morale bonus on attack rolls and on saving throws against fear effects, to all of his buddies.

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Sabi will also take 10 on Know(nature) (=14), and (untrained) Know(planes) (=10).
Basic Hydrokinesis (Sp)
"[... redacted stuff not important to the question ...] While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score [i.e., 21]."
Q: Would this current, if created as waves from the stairs, prevent, or at least hinder, other creatures from approaching through the water? In game turns, how strong are these currents?
I'd like to give it a shot (duration of Concentration, so move action for future rounds, right?) ...
Slick (Sp)
"As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess."
Q: What if this is cast on a body of water? Would it create a barrier keeping anything from rising from below the surface? If not, I'm sure the "Kinetic Cover" power could be used instead.
"That's no moon crab"

Pirate GM |

Sounds like the currents are mild, I'd give a -2 circumstance penalty to swim against it, and potentially make it take some extra movement to go against.
Concentrating is a standard action unfortunately.
Slick doesn't seem like the ice is particularly thick, I imagine a creature with reasonable strength wouldn't have any trouble busting through it.
While kinetic cover in theory requires being "supported by the ground" I think casting it as on top of the water is cool enough that it's no problem.
All that said, we're in the water level and as a Hydrokineticist, you should be awesome here, especially on this level I'm quite inclined to be extra generous on interpretations of your powers

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Nar who had been trying to be non-threatening and had just come down between the friendly trogolodytes will draw his bow and shoot at the Angry Blue thing.
Attack: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21DMG: 1d8 + 7 ⇒ (5) + 7 = 12 All Nar's arrows are Cold Iron, if it matters

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Sabi was hoping to hold off being aggressive until his opponents truly demonstrated hostile intent, but he follows Nar's lead.
Sabi summons water and cold, freezing the ground underneath the giant crab-thing.
Area marked on map. As per grease. DC 16 Ref save or fall; moving through requires DC 10 Acrobatics for half-speed; failure means can't move, if fail by 5 or more, creature falls.

Pirate GM |

Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11
Bite: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Nar quickly thunks an arrow into the blue meanie who screeches out in pain, while the crab like monstrosity balances on its extra legs without trouble.
The blue meanie wiggles his fingers as arcane power envelopes both him and the crab monster, increasing their speed dramatically
The crab then skitters across the ice using its claws to help balance instead of readying them for combat, almost falling, but managing to close with Sabi and take a bite. Ice did at least stop the pounce
The bit takes a nice chunk out of Sabi 6 Damage
Initiative
Valya
Little Blue
Nar
Sabi
Tico
Blue Meanie 12
Crab
Valya is up!

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Valya steps across to where the crab is and moves to defend Sabi swinging her sword as hard as she can to get past its carapace.
sword: 1d20 + 7 ⇒ (15) + 7 = 22
slashing: 1d10 + 4 ⇒ (5) + 4 = 9

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Spellcraft DC 18: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft DC 17: 1d20 + 5 ⇒ (13) + 5 = 18
Tico casts a spell on himself and warns his friends: "be careful, the undine is summoning a creature!"
Then, he moves more close to the main enemy.
Tico casts Sanctuary. Any opponent attempting to directly attack Tico, even with a targeted spell, must attempt a Will save DC 16 to do it.
Tico provokes an AoO from the crab, due to his movement.

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Nar hears the Undine and Tico's claim that he's summoning, but with no good way to get a shot off at the Undine and the Cleric separating the group. Nar will fire two arrows around Sabi at the crab.
Attack 1: 1d20 + 7 + 1 - 4 ⇒ (9) + 7 + 1 - 4 = 13DMG: 1d8 + 7 ⇒ (7) + 7 = 14
Attack 1: 1d20 + 7 + 1 - 4 ⇒ (8) + 7 + 1 - 4 = 12DMG: 1d8 + 7 ⇒ (3) + 7 = 10
Ignoring Sabi, but I think it still has cover.

Pirate GM |

Bite: 1d20 ⇒ 19
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Tico protects himself with magic and moves into the room, the craby creature hesitates for a moment but takes a bite out of Tico anyway. 8 damage
Nar: looks like no cover, because you can fire from the NE corner, unfortunately they are still misses.
Nar's arrows stick harmlessly into the creatures tough carapace.
Initiative
Sabi
Blue Meanie 12
Crab
Valya
Tico
Nar
Sabi is up!
Opps, blue meanie hasn't started casting yet, got ahead of myself posting from mobile. Little blue does keep fleeing, and gets away though.

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Can Sabi move up and to the left with a 5'-step? It looks like the little piece of wall might be in the way. Moved him up a square instead.
Masao grits his teeth against the strike and steps up around the crab-thing. Calling on his elemental power, he releases a blast of cold, not at the crab, but at the blue creature that is its master.
That's two provoked AoO, one for using a spell-like ability, and one for using a ranged attack while threatened, but hopefully Tico has eaten the creature's attack.
ranged touch: 1d20 + 8 ⇒ (3) + 8 = 11
cold: 2d6 + 5 ⇒ (4, 6) + 5 = 15

Pirate GM |

[spoiler=GM Dice]
CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13
Bite: 1d20 + 9 ⇒ (2) + 9 = 11
Bite: 1d20 + 9 ⇒ (5) + 9 = 14
Claw: 1d20 + 9 ⇒ (10) + 9 = 19
Claw: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 3 ⇒ (6) + 3 = 9[/spoiler=Gm Dice]
Correct, can't 5ft step to the north east from there, it does not have combat reflexes.
Sabi moves further into the room and nails the critter in the back with an icy blow, almost knocking the creature off its feet.
The creature then pulls out a potion and drinks it, healing about a 3rd of its wounds.
It then directs the crab to attack Sabi, which it does with a flurry of claws and bites.
Fortunately for Sabi it only connects once. Unfortunately for 9 damage.
Initiative
Valya
Tico
Nar
Sabi
Blue Meanie 17
Crab
Everybody is up!

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Concerned her sword had not managed to strike the crab, Valya drops it at her feet and sets to with tooth and claw.
Bite: 1d20 + 7 ⇒ (3) + 7 = 10
b/s/p: 1d6 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 7 ⇒ (20) + 7 = 27
s/p: 1d4 + 3 ⇒ (4) + 3 = 7
Crit confirm: 1d20 + 7 ⇒ (2) + 7 = 9
crit damage: 1d4 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 7 ⇒ (15) + 7 = 22
s/p: 1d4 + 3 ⇒ (2) + 3 = 5

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Tico sends a fire bolt against the undine...
Rgd touch atk: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 2 ⇒ (1) + 2 = 3
...but misses miserably.

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Nar will continue to fire on the crab as it's position doesn't allow for much else.
Attack 1: 1d20 + 8 ⇒ (15) + 8 = 23DMG: 1d8 + 7 ⇒ (5) + 7 = 12
Attack 2: 1d20 + 8 ⇒ (1) + 8 = 9DMG: 1d8 + 7 ⇒ (5) + 7 = 12

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Ignoring the wound in his side, Sabi steps around the crab-thing flanking to Valya. He again fires at the blue creature, ice and cold filling the air around him.
Provokes, again.
ranged touch: 1d20 + 8 ⇒ (2) + 8 = 10
cold: 2d6 + 5 ⇒ (6, 5) + 5 = 16
So, the creature is in the water? How deep is it?

Pirate GM |

Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 9 ⇒ (17) + 9 = 26
Claw: 1d20 + 9 ⇒ (1) + 9 = 10
Bite: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Water there is a little less than 2 feet deep, not enough to provide any cover, but enough to be difficult terrain for non aquatic creatures.
Tico misses with his firebolt, and Nar is unable to get either arrow to stick into the crabby monstrosity.
The blue meanie ducks just in time to avoid Sabi's frigid blast just as Sabi is able to duck in time to avoid the crab's bite.
The crab skitters and continues its aggression towards Sabi, managing to connect with a claw. 6 damage
Having a reprieve from any new damage that round the blue meanie begins casting a summoning spell
Initiative
Valya
Tico
Nar
Sabi
Blue Meanie 17
Crab 7
Everybody is up!