
DM Carbide |

While we're waiting for everyone to finish leveling and purchasing, I'll set the stage for the next area.
After getting Kragnor raised and restored, you spend a few days ordering items and the like. The Society folks have extended their presence down to the third level; they're skipping Godhome and the Drowned Level for the moment, but if you have to retreat in a hurry you'll be able to reach allies in short order. Having gifted metal to the Godbox it will let you pass without any issue.
The stairs down from the Drowned Level are nowhere near as long as the way from Splinterden to Godhome. They end in a small chamber, lit by what you readily identify as continual flame torches. All of you can hear distant ticking, as of several large clocks operating simultaneously.
On the north wall (no tricks with map orientation; north is towards the top of the page on this one) is a panel with two bronze levers, set at chest height on a human. The left lever has a red knob, and the right lever has a black knob. Both levers can apparently have three positions (call them up, middle, and down), and are set in the middle position.
To the east, an archway leads to an alcove. The walls of the alcove are mismatched--most of the room, like the one you came down into, is finished in masonry blocks, but the north wall is a curved slab of bronze like a small section of a vertical cylinder. There's a narrow seam between the bronze wall and the masonry, and if you touch the bronze wall you can feel a faint vibration.

![]() |

"Before we spend too much time messing with levers, let's see what's that way", Asvald suggests. "If you're feeling up for it Kragnor."
Eastward! Though I'm a little worried about Tektite. He's been MIA for a couple weeks now.

DM Carbide |

I've seen him in another game, though he apparently has a lot going on in RL.

![]() |

"But how do we go that way?" Senja asks, "Isn't it just a room with one wall made of bronze?" He raises a small, gray hand and scans the area for magic, then adds, "It looks like that bronze slab could rotate, and I'd guess the levers control the rotation. But that is a guess."
I've been wondering about Tek also, he's been very quiet in the other game I'm in with him.

![]() |

"I guess we mess with the levers. Kali, you mind taking a look? I don't want to trigger some kind of trap that flood this level too."

DM Carbide |

Senja detects no magical auras save the lingering background from the Spire.

![]() |

"Hey, before we go any further, let me cast a spell on us that'll allow us to communicate in case we get separated." Kali offers, casting Message on anyone that doesn't refuse.
She then takes a pensive look at the levers, tongue jutting out the slightly on the side of her mouth while she thinks.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Disable Device to figure out levers: 1d20 + 13 ⇒ (14) + 13 = 27

DM Carbide |

Kali, you see nothing indicative of traps on the levers--they're apparently some sort of control device, but that's fairly obvious.

![]() |

"Maybe Kragnor should take a look. I mean, there's no traps, but how the levers work isn't exactly obvious to me."

![]() |

Trusting Kali's judgement, Asvald begins fiddling with the levers. "Let's see what this does..."
Let's start with up/up.

DM Carbide |

Both levers move smoothly but with some resistance, as though you're engaging a piece of heavy machinery. As the black lever clicks into the top position, nothing apparently happens. When the red lever is moved up to the top position, though, you hear a brief whir of movement from the alcove.
And now I'm going to have all kinds of fun updating the map....

![]() |

"Hmm," Senja observes, rubbing his chin in thought, "it appears that what seemed to be a pillar is actually some sort of rotating hallway, constructed with a right angle. Different settings of the levers must move it to different orientations, allowing one access to different points of egress from the hallway. But why?"
With a gesture to Asvald, he says, "Let's see what up/middle does."

DM Carbide |

Moving the black lever back to the middle position has no readily discernible effect.

![]() |

Perception: 1d20 + 9 ⇒ (20) + 9 = 29
"I hear something!" Senja cries out. "Way down the hallway we just opened, I hear a faint whirring, like of some machine moving far away. Maybe putting the black lever in the middle moved something other than the cylinder we can see. Maybe the black lever doesn't have any effect right here at all..."

![]() |

"But we haven't completed our study of the mechanisms!" Senja objects, his attention completely focused on the levers. "Shouldn't we try all the configurations first?"
Without waiting for an answer, he reaches up high and pulls the black lever to the down position.
Eva - can I get a mage armor wand tap, por favor?

DM Carbide |

Moving the black lever to the lowest position has no readily discernible effect.

![]() |

Perception: 1d20 + 9 ⇒ (10) + 9 = 19
"Didn't hear anything this time." Senja says, disappointed. "Let's mess with the red lever." He shifts the red lever all the way to the down position, then rushes over to see what happens in the alcove to the east.

DM Carbide |

The by now familiar whir sounds from the alcove. On investigating, the cylinder has rotated to a new position, corner opening to the right now. Although it's covered up and hard to see, there's a set of double doors at the end of the corner.

![]() |

"Good job Senja. I'll go examine the doors." The kitsune offers as she scoots down the hall.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
"They look good to me!"

DM Carbide |

They certainly seem doorlike to Kali.

![]() |

"Well, let's see where these door take us," suggests Senja, gesturing for the others to go first so he can bring up the rear. "We'll have to come back this way and turn the hall thing again to check out the other direction, I guess."

DM Carbide |

I'm reluctant to move into a combat situation before Kragnor has leveled up; unfortunately, Tek has AFAICT been off the boards completely for almost two weeks. Thoughts?

![]() |

If we get into a fight and Kragnor doesn't magically appear at the right moment, could you do the 4-player adjustment for that combat? I've never done it for a single combat, but PbP sometimes produces odd situations.

DM Carbide |

It doesn't have them.

![]() |

Have you tried sending him a PM? I don't think things will go well with just four of us if the last level is any indication.

![]() |

We could try to get a replacement from Tek's ES game. I think they're about where we are.

![]() |

Looks like they're fighting a mudlord, so they're a bit behind us. We could ask, though someone would be a chronicle short if they jumped from that game to this one.

DM Carbide |

The mudlord is the last fight, though--we'd bypassed it and taken out the undines and the sharkbot before doubling back and fighting it.
ETA: I haven't tried to PM him, as I don't think he's been on the boards at all.

DM Carbide |

Hey, I'm solid. Especially my head.

DM Carbide |

Feral, to facilitate headhunting from the other game, would you mind taking over and running the rest of the mudlord fight? I think you can figure out how much damage it's taken.

![]() |

The others her a small cough from the door.
"Pardon, lovely people, but am I by chance in the presence of Pathfinders?" The voice comes from lips of a voluptuous looking ifrit, dressed in a pirahan and chalvar far too light for the cold stone of the spire. "Morvius Eruthiel... charming man... assured me there was a group headed this very direction. I can only assume that you are the group; no other madness then hope of fame and a love of the unknown could possibly such an unlikely group together. Please, I am Nuria, here to chronicle your exploits." She smiles and does a needless twirl. "Or at least to sing about them"

![]() |

Senja whirls to look in the direction of the cough, then says, "Oh, interesting." He is an odd little figure, his movements quick and and jittery, and his skin a shadowy grey. In fact, he resembles nothing more than a small shadow, perhaps of a bird, that has stood up from the ground. He's as short as a small halfling, but reed slender, as if he'd disappear if he turned sideways.
"Yes, we are a group," he says, his voice rather lacking in warmth, "and it is the case that we've lost one of our number, thereby making us a smaller group, of course. I am Senja Kala, and I'm perfectly capable of recording the relevant details of our exploration." After a pause, he adds, "Though I do not sing."

![]() |

Immediate smitten, Asvald is all grins. "You've found us. And you got here at the perfect time."
Asvald's a young ulfen man with a wild golden mane and oiled beard. Although only middling in height for a northerner, he's powerfully built with a physique that tests the limits of his glittering mithril armor. The heavy furs draped across his shoulders make the young northerner's profile even more impressive. A broadsword with a notched blade sits comfortably within a hoop at his waist. "Welcome aboard. I'm sure we'll make beautiful music together."

DM Carbide |

Troubled by an all-too-vivid dream of his own death, Kragnor has elected to remain behind for the nonce. Got the icons swapped.
The doors here are quite impressive, actually--a large double door, reinforced with unrusted iron bands, and looking much newer than the stone walls. An emblem depicting an automaton's head inside interlocking gears is painted on the door, the pigments still bright.
Asvald and Eva take point after Kali examines the door. As the double doors open, the party is taken by surprise at the presence of a large and hostile creature, an axe-wielding minotaur with brass plates grafted onto its body. It chops twice at Eva hitting for 19 HP and 26 HP.
Round 1:
Initiative order
Senja
Nuria
Kali
Eva
Minotaur
Asvald
Everyone but Asvald can act!
Eva Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Kali Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Nuria Initiative: 1d20 + 11 ⇒ (12) + 11 = 23
Senja Initiative: 1d20 + 8 ⇒ (16) + 8 = 24
Foe Initiative: 1d20 - 1 ⇒ (7) - 1 = 6
A,E: 1d2 ⇒ 2
Greataxe PA: 1d20 + 8 ⇒ (10) + 8 = 18
Greataxe PA: 1d20 + 3 ⇒ (13) + 3 = 16
PA damage, #1: 3d6 + 7 + 6 ⇒ (3, 1, 2) + 7 + 6 = 19
PA damage, #2: 3d6 + 7 + 6 ⇒ (6, 3, 4) + 7 + 6 = 26

![]() |

"Oh, this can't be good," Senja mutters in alarm as the minotaur slices Eva quite badly. He conjures up a short pole with a peculiar symbol of some sort affixed to the end, then draws his arm back and throws it! As it flies, it's evident that the shadowy object flying through the air is a branding iron, with the Glyph of the Open Road on the business end! It flits around the minotaur, poking and prodding at the thing and distracting it at every turn!
Use Misfortune Hex, DC 18 Will save. Will also make a Knowledge check, just in case:
Knowledge (nature): 1d20 + 11 ⇒ (20) + 11 = 31

![]() |

Before the door was open...
A young woman with short red-hair and pale skin eyes the newcomer with curiosity for a few moments. With a bandolier of shiruken across her chest and dark clothing over her mithral shirt, she appears to be prepared for some skullduggery, "I'm Kali, charmed I'm sure. To get any deception out of the way real quick, I'm actually a kitsune, but I prefer human form with humans. It's really good to see you, we've been suffering a bit since our healer was recalled."
ETA: Ninja'ed by combat.

![]() |

Those will both miss with Eva's mage armor up.
Asvald brandishes his shining sword and begins a common northern war chant. "Watch out for that axe Eva. This bull means business."
Inspire rage and DC 12 Will or be blinded for a turn.
+2 morale to con
+2 morale to will saves
-1 to ac
+2 enhancement to con
no spellcasting

DM Carbide |

You're right - she hadn't updated her header for the mage armor. Eva, you're in luck.
-Posted with Wayfinder