
![]() |

Kn.Religion: 1d20 + 8 ⇒ (1) + 8 = 9Welp, that's not gonna do it.
Nar not seeming to care that he look a bit more disheveled and is walking with a slouch he didn't before replies, Sounds fair to me, lead the way when you are ready

![]() |

Valya nods at Klarkosh, unwilling to speak to the madman.
She keeps her sword ready for the next foe.

![]() |

Tico only nods, as well.

![]() |

If anyone's Dark Archive, it seems recruiting him to the DA, would in fact meet 3 goals, getting Society his info, getting him out of the Spire (to report to Zarta) and recruiting him to the DA. - An effort I'd be happy to try and aid if necessasry, otherwise I'm open to ideas

![]() |

"Huh. I thought the Spire was impervious to such excavation."
Still out of town, and moving this weekend. Continue to bot as needed. Level up will be cool, but will have to wait a bit.

![]() |

IC Valya would rather see the abomination gone, OOC I don;t think she has any stake beyond any promises the party may have made to the various players at the Fort and around the Spire. We did make a promise to the Splinters... but we also spared Klarkosh, so getting all stabbity now might not sit well with the more lawfully and good inclined of our collective ;P

![]() |

"Very well, Klarkosh. You showed good faith with us, and we are thankful for this. Now, we have to proceed with the deal: you'll let the Splinters do their business and will follow us at the Fort Inevitable. And as I told you, I give you my word that they won't arrest you, it is just to talk."

![]() |

If it comes down to a fight I think we need the opportunity to keep our word first, if he's unwilling and instigates further violence, then that's a whole different deal.
Alternatively, you allow the Splinters to do business and instead of Fort Inevitable, you remove yourself to spend some time with our patron Zatra Dralneen and the Pathfinder Society. I imagine either will will cost you some secrets and allowing the Splinter's to do their business, but it may be more pleasant in one situation than the other
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22

![]() |

"Interesting suggestion, Nar. If you, Klarkosh, could speak with Zatra instead of the Hellknights, it will be welcome. The Society have a lot of knowledge to share, I think you would like it."
It was a player confusion here, guys. I thought that Zatra was a hellknight. LOL.
Diplomacy: 1d20 + 17 ⇒ (4) + 17 = 21 Can this be an aid to Nar?

![]() |

No problem, I actually thought it provided a nice back and forth

Pirate GM |

@Nar: You've got indefinite time to remove the curse, so Tico can just memorize remove curses until he finally gets it. Klarkosh is also capable of casting remove curse amusingly enough.
Klarkosh doesn't seem to have any particular interesting in betraying you at the moment. He is worried about the hellknights at the fort, but finds the offer to work with Zarta back in Absalom.

![]() |

@Nar: You've got indefinite time to remove the curse, so Tico can just memorize remove curses until he finally gets it. Klarkosh is also capable of casting remove curse amusingly enough.
Indeed, Tico can cast Remove Curse now, if you want. As I remember, he didn't cast the spell from his Holy Symbol in this day, yet.
Klarkosh doesn't seem to have any particular interesting in betraying you at the moment. He is worried about the hellknights at the fort, but finds the offer to work with Zarta back in Absalom.
And what about the Splinters?

![]() |

My question is: will Klarkosh let them do their business without troubles? If yes, Tico will claim the map and the informations with Tarrin.

Pirate GM |

Tarrin will respond "Just make sure he doesn't come back."
He will however turn over the information.
It's a scattering of notes, an inventories and coins that paint a picture of Signifer Oritian Hast accepting bribes from Nimad Teravon in exchange for turning a blind eye to serious building code violations.
In addition they'll give you a partial map of the sewers with a path lined out to get in and out of the Fort. Along with a warning to not pass through any passages with blue circles or green moons. They are either trapped or belong to a gang local to the Fort.

![]() |

Cool! :)

![]() |

Awesome stuff with Klakosh. It makes sense about the curse, just wanted to make sure.
Thank you Klarkosh for holding up your end of the bargain, I think you and Zarta might find each other interesting.

![]() |

Phew! Glad that worked out ok :)
In other news... the Fort has a gang :O

![]() |

That make me seriously want to go to the gang's territory and shut them down. But perhaps we should ask about it at the fort, first?
"Are we all in agreement that both the slumlord and the Signifier should be turned over to the authorities?"

![]() |

"Are we all in agreement that both the slumlord and the Signifier should be turned over to the authorities?"
"Why, my friend?"

Pirate GM |

More detailed update either late tonight or more likely tomorrow.
Morale continues to improve at your tannery and surrounding farmland as your business prospers.
A quick foray into the sewers to check the map does reveal a secret way from outside the fort to an abandoned house on the inside.
There is a notice nailed to the front door that the Hell Knights will be seizing the abandoned property and auctioning it to the highest bidder.
The note seems faded as though it has been here for some time.

Pirate GM |

Things seem to be going well at the fort.
Klarkosh does not agree to enter but does agree to go meet Zarta.
Before heading off Klarkosh does recommend if you're going to go back down to do so soon before the lizards realize he's gone and start taking over his level. Also a reminder to stay out of the west side of his level if possible due to the traps there.

![]() |

After seeing Klarkosh sent off to Zarta, Nar will head back into town to check on the tannery and the budding farms. After Tico is able to take care of his curse, he cleans himself up and visits the dairy to buy more cheese, before heading into the town proper to perform a while.
Nar is now fully updated
Finally, before heading back to the spire he makes some new plantings and makes sure that they are being tended to, with a smile at the sight of new growth both in the plants and community he's makes himself ready to once again explore the spire.

Pirate GM |

After a very brief trip back to the Fort, the party once again heads back to the Spire to delve even deeper.
Your are easily able to descend the stairs to the level below Klarkosh's where you expect to find fiendish serpentfolk.
Unless otherwise mentioned...
Doors: The doors are good wooden doors
Ceilings: In hallways, the ceilings are 10 feet high; the ceilings in rooms are 20 feet high.
Illumination: The corridors are not illuminated. Large, oil-fed brass torches in wall sconces illuminate the rooms, shedding light as lanterns
There are signs of battle — most commonly dried blood, scorch marks, and smashed bones—appear along the stairway down.
The stairs end in the northeast corner of a small, brightly lit room with a door on the west wall. In the center of the room are two large iron racks holding numerous burning candles. The iron candleholders are crafted so that each candle appears to be held in the jaws of a serpent. A phrase is written on each rack in Undercommon.

![]() |

Nar will come down and take a look around. He notices the candles but is unable to make out the meaning of the inscription.
Linguistics: 1d20 + 1 ⇒ (13) + 1 = 14
When everyone is gathered and had a chance to look around, he will suggest they make themselves ready and head to the western door.

![]() |

Valya glances at the inscription but shrugs, blades and foes she knew, arcane scripts not so much.
She concentrates on standing guard in case the group is ambushed.

![]() |

Suggestion in what I can spend my 9,495 of gold?

![]() |

What do you think about the Rod of Elemental Spell (3.000 gp)?

![]() |

Sabi waves his hand in front of his nose at the smell of sulfur. "It wasn't me this time."
He grins mischievously, and allows his shield of ice to flow around him. Sabi briefly inspects the room to see if he can identify the source of the smell.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Sabi would like to check with the land authority about the owner of the "abandoned shack" and whether the building is available for purchase.
Honestly, I don't remember who is in charge. but surely we can find some authority figure that is *not* the corrupt Signifier to report to.
"Why should we permit such corruption to stand, especially when the impoverished are exploited. I don't know about you, but I remember my the small shacks of my fishing village at home. True justice was hard to come by. We have a chance to deliver some, and you say 'nay'? Can you truly face your god every morning, Tico, knowing your inaction leads to continued suffering?"

![]() |

Coming from the desert Nar will pull a piece of cloth up to cover his face, and took for the source of the smell. If nothing is obvious he'll continue on to the door.
Perception: 1d20 + 13 ⇒ (6) + 13 = 19

Pirate GM |

A few moments later the candles grow even brighter and gutter wildly for an instant. Then they suddenly flare into brilliant sheets of flame that sweep across the room!
From all around comes the tolling of a bell.
Fire Damage: 6d6 ⇒ (4, 6, 6, 3, 5, 3) = 27
Reflex DC 14 for half, all of you.

![]() |

Ref: 1d20 + 9 ⇒ (1) + 9 = 10
Nope.
The ice encasing Sabi's body temporarily melts in the onslaught of fire, and just as instantly reforms around his burns.
"Jeepers, that's hot!"
"For whom does that bell toll?"

![]() |

Reflex DC 14: 1d20 + 5 ⇒ (9) + 5 = 14 Sarenrae was by my side in this time!
"We must leave this room. Fast", Tico say while heals Sabi.
Sabi's Wand of CLW #1: 1d8 + 1 ⇒ (2) + 1 = 3
Sabi's Wand of CLW #2: 1d8 + 1 ⇒ (6) + 1 = 7
Sabi's Wand of CLW #3: 1d8 + 1 ⇒ (5) + 1 = 6
Sabi's Wand of CLW #4: 1d8 + 1 ⇒ (6) + 1 = 7 need more?
Tico's Wand of CLW #1: 1d8 + 1 ⇒ (5) + 1 = 6
Tico's Wand of CLW #2: 1d8 + 1 ⇒ (5) + 1 = 6

![]() |

Reflex: 1d20 + 12 ⇒ (14) + 12 = 26
Be ready, bells going off seems bad.
Nar will go into the next room with bow ready, if there's time he'll begin to heal himself if not he'll make ready to attack.

Pirate GM |

The candles seem significantly diminished, unlikely to burst into fire again in the near future. The bell also quickly quiets.
Tico begins healing as Nar rushes forward. The door easily swings open revealing a 10ft long passageway that ends in another door.
That door however seems to be locked.

![]() |

Ok, while it's locked Nar will make sure everyone is healed (including himself) then, before getting ready to move on.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
He'll then examine the door to make sure it's not also trapped
Take 10, perception 23
And aid Valya in unlocking the door if allowed, definitely seen variation on that one
I can't fail to aid

Pirate GM |

No traps on the door, and a quick examination reveals that its bared from the backside rather than locked and looks rather difficult to bash down.
That said one of those candle racks looks like it would make a good battering ram...
Will somebody do me a favor and poke Valya/Fiendish Zen via PM

![]() |

Valya ducks her head as the flames envelop the party.
ref: 1d20 + 7 ⇒ (13) + 7 = 20
Armor and shield slightly scorched, she scowls at the candles.
That wasn't very welcoming...
She examines the door alongside the others before shrugging.
If no-one has any better ideas...
Sheathing her sword and stowing her shield, she picks up one of the candle holders and grins
Payback! she growls before taking a large run up and slamming it as hard as she can against the barred door.
STR check: 1d20 + 3 ⇒ (18) + 3 = 21
hp 43/52

![]() |

Tico pulls off a scroll of communal resist energy energy among his belongings. "This may help us, while we can't put the door down."
The cleric uses the scroll to protect him and his friends.
@Everybody got resist fire 10 for 50 minutes. Enjoy it. :)

Pirate GM |

Candlerack functions as a portable ram, giving you +2, and lets another character auto-assist, bringing you up to the required 25
Tico protects everybody from fire while Valya leads the charge and busts down the door...
As soon as the door opens, a rank odor, like a burned corpse was left out in the sun for a week, rushes out.
The room is an irregular octagon, and stone and wood barricades have been built in front of the doors on the south and west walls. It appears the walls were once covered with frescoes, but these have all been smashed, leaving rough walls and jagged debris.
The barricades are defended by 6 bipedal cave lizards with red eyes and long tails and crests on their heads and back. They have javelins at the ready and do not look friendly.
The room is all difficult terrain. It's a dc15 acrobatics check to vault a barricade as a move action once you get to one.
Reds: 1d20 + 0 ⇒ (6) + 0 = 6
Blues: 1d20 + 0 ⇒ (10) + 0 = 10
Tico: 1d20 + 1 ⇒ (17) + 1 = 18
Valya: 1d20 + 2 ⇒ (14) + 2 = 16
Nar: 1d20 + 10 ⇒ (8) + 10 = 18
Sabi: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative!
Nar
Tico
Valya
Sabi
Blue Lizards
Red Lizards
They clearly did not expect that door to go down so fast, everybody is up!

![]() |

Thanks for the healing. It's enough for now.
-4 charges: (now 71-18nl/75)
Sabi gallantly assist Valya in her efforts to break down the door, and gasps slightly at the ugliness before him as he spies the lizards. These creatures would never be welcome on one of his village's fishing vessels, that's for sure.
Quiclky gathering elemental energy around him, Sabi imbues himself with the strength of water, before releasing it at the enemy directly in front of him.
touch(Sp): 1d20 + 11 ⇒ (19) + 11 = 30
Gather Power to reduce burn to zero. Extended range and Empower.
cold: 3d6 + 7 ⇒ (2, 4, 1) + 7 = 14 +50% (empowered) = 21

![]() |

Nar will move into the room to get what he believes to be a good angle on everything, and fire off a single arrow at the topmost creature pink
Man it stinks in here
Attack: 1d20 + 11 ⇒ (19) + 11 = 30DMG: 1d8 + 7 ⇒ (8) + 7 = 15 Not sure if barricades provide cover, though I suspect they do
Doubt it matters for this shot, but Nar has now purchased durable adamantine arrows. My default will be to use them for the high BAB (including rapid shot) shot(s) and once I have iteratives those will be CI, unless otherwise noticed.
Though, it does bring up an interesting rules grey area. Durable arrows never break but can get lost, and the arrow retrieval rules don't split the percentage on missing arrows from breaking and getting lost, i.e. 50% chance to break or be lost. I know how I've ruled it in the past, but will play that part however you feel best.

![]() |

Knowledge (planes): 1d20 + 5 ⇒ (8) + 5 = 13
"Be careful, they have fiendish traits, which makes them more resistant to spells, cold and fire!"
After warning his friends, Tico uses his new rod to convert his fireball into a big acid ball, that he launches against the enemies lying on the west wall.
CL vs. SR: 1d20 + 11 ⇒ (4) + 11 = 15
Acidball, Reflex DC 19 for halves: 6d6 ⇒ (3, 1, 2, 4, 6, 6) = 22
EDIT: I forgot that now my spell specialization feat is fireball. So, add this to the previous damage:
Dmg complement: 2d6 ⇒ (3, 1) = 4

Pirate GM |

Sabi Fort: 1d20 + 11 ⇒ (3) + 11 = 14
Nar Fort: 1d20 + 12 ⇒ (15) + 12 = 27
Nar Fort: 1d20 + 12 ⇒ (14) + 12 = 26
Nar Fort: 1d20 + 12 ⇒ (20) + 12 = 32
Tico Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Tico Fort: 1d20 + 8 ⇒ (9) + 8 = 17
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Reflex: 1d20 + 2 ⇒ (16) + 2 = 18
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Nar and Sabi seem to be coping with the stench, but Tico finds himself sickened.
Sabi's frothy blast knocks the far trog off his feet while Nar moves in hits a trog with an arrow.
Barricades do indeed provide cover.
Tico's fireball then finishes off the almost all of the remaining trogs. Looked to me like a fireball could cover them all if centered on the sw wall.
Initiative!
Valya
Blue Lizard 13
Red Lizard 13
Nar
Tico
Sabi
Valya is up!

![]() |

Shaking her head at how foolish she has been in charging in to the room unarmed, Valya swiftly reaches around and straps her shield to her arm.
As she faces down the lizards she sees the uneven floor and realises it is going to be a hard fight in this environment, she murmurs a prayer to her god, to guide her feet as she unleashes her fury against the evil creatures.
Move to draw shield, standard to cast feather step, 5 ft step towards SW lizard. Sword is still sheathed but she can shield bash if she gets an AoO
Status: 43/52 hp, feather step (50 minutes remaining), fire resistance 10 (50 minutes remaining)

Pirate GM |

Thanks Paizo boards. I had a post, I even saw it.
The 2 remaining lizards look to each other and decide to fight to the death.
You're not even sure who they were aiming their javelins at, their aim was so bad.
You have no trouble making quick work of the remaining 2 wounded trogs.
Valya is also sickened by the stench.
All the sickened will end in 1 minute.
There are 2 doors out of the room in addition the one you came through.
Also the trogs have unusually well made falchions masterwork.

![]() |

Murmuring her thanks to Ragathiel, Valya turns to the others.
Well, if there is nothing further here, we should move on and get out of this fetid miasma as soon as is prudent...
Whilst maintaining an air of decorum, she moves to stand near one of the exits, ready to move through as soon as an accord is reached.