Stirrings in the Deep

Game Master Zesdead

Paizo's The Emerald Spire'.

...in which our adventurers explore the Pleasure Gardens.

Party Health
Ea Zalinzel 92/92HP, 3 Hero Points, 1 Blessing of Pharasma
Yasmin al Akbar 74/74HP plus 2THP, 3 Hero Points, 1 Blessing of Nethys
Rallos Therinor 77/83HP, 3 Hero Points, 1 Blessing of Asmodeus
Titania Thrune 94/94HP, 2 Hero Points
Murassa Sonvar 66/66HP, 3 Hero Points

Maps
The Emerald Spire - Level 13
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


1,601 to 1,650 of 6,321 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>

Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

Before we go back, let Pharasma heal some of your wounds, if she allows. The trip back to the Fort could be perilous, we don't know what our Fate is.

Channeling: 2d6 ⇒ (2, 1) = 3
Channeling, again: 2d6 ⇒ (4, 6) = 10

+13 HP to everyone. Channel left 3/6


Lifting Tarrin Dars' limp form onto his shoulders, Grayface makes his way towards the surface...his friends watching for threats or foes - but all is quiet...almost supernaturally quiet on the Splinter's level, in Gorloth's cellars and up in the ruins of the towers that enshroud the tip of the Emerald Spire...

...feeling fresh air on your faces for the first time in a few days, it is pleasing to see the midday sun in the sky - it's weak warmth upon your skin...

The snow around the Spire Glen, which shows little sign of life, is still deep and drifting but, with no fresh snowfall, your journey back to Fort Inevitable should be navigable...indeed, whilst it takes some six hours, the journey is free of interruption and, apart from muffled complaints from Tarrin Dars, not unpleasant. You finally arrive at the north gate of Fort Inevitable shortly after sundown - torchlight illuminates the paved road in front of the gate. The horned visage of a Hellknight in full armour peers over the ramparts, "State your business or leave traveller!!!"


Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

Pertreeko has his hood up, only the tip of his beak visible, and his walking-stick in one hand. "We're here to complete a job, sir!" he calls up to the Hellknight.


male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

We are back from a job for the Lady Commader. We have the bandit leader with us. If you could let her know we are here and let us in, it would be greatly appreciated.


Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

We fought and defeat Tarrin Dars and the Splinters, as required by your Commander. We're back so the law of the Hellknights can be delivered.

I guess we defeat the Splinters. Most of the Splinters anyway.


Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
Crag:
HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

"Seriously, he's acting like this is our first time here," whispers Yasmin to the group.


M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Grayface fails to stifle his laughter at Yasmin's quip. He was already feeling confident from their victory and positively gleeful in anticipation of the coming payday. In light of his good mood, it was easy to laugh out loud.

    "Make way!"


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    We should ask the Hellknight's leader for a key, maybe.

    There's even a ghost of a smile on Ea's lips, for a few seconds.
    Or maybe you dreamed it.

    She suddenly looks at Tarrin Dars,with a sad, concerned face, and for a moment the priestess seems lost in herself

    It could have been me. I was just like Tarrin. Not a bandit leader, of course, but an outlaw, taking by force what life didn't gave me. What makes me better than her? What will happen if they, my "comrades in arms", learn about my past life? I own my life and Fate to the Mistress of the Graves, now. But she can't erase my past, my foul deeds and treacheries, the men I killed or maimed, the gold and belongings I stole.Pharasma will be my only judge in the Afterlife, but before I die? Shouldn't I atone for my crimes, or be punished?

    Tears run on Ea's cheek, something never seen before.


    ”You have Dars?”, the previously impassive voice betrays an incredulous tone, ”The Lady Commander will wish to see you as soon as possible – please proceed to the Citadel”

    The heavy wooden gates creak open granting you access to the snow-covered fort. Unsurprisingly for the hour, the streets are near-deserted so the fact that you are carrying a semi-conscious bandit through the settlement doesn't raise as much of a stir as it might otherwise have. The Citadel is, much as your first visit, an imposing structure both due to its architecture and the Hellknights that dwell within it...

    When you announce your presence and your achievement, you are waved through to the central atrium of the building and asked to wait on the Lady Commander's leisure. After half an hour of cooling your heels, and with Tarrin Dars starting to regain consciousness, you still haven't been seen...


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    This wait is odd....you would think we would be seen immediately.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "Perhaps the Lady Commander likes her beauty rest. I can't blame her." Yasmin finds a place to lie down and relax.

    "Do you suppose a new bandit leader will take this one's place?" she asks, gesturing to the stirring Tarrin Dars. "I almost wouldn't mind having another walking reward to fetch."


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Well, the least they could do is have a hot drink for us....that cold is biting, and cold doesn't usually bother me. Maybe it is the lingering thoughts of the poison in my head. Still, therevis something odd. I cannot place my finger on it.

    Rallos gets up quietly and heads to the door, placing his ear against it, straining to hear anything on the other side.

    perception: 1d20 + 7 ⇒ (13) + 7 = 20


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Leading the prisoner along toward the Citadel, the smiling warrior saw Ea's face wet with tears. He knew better than to press the point, and he wasn't exactly a shoulder to cry on. He would let this one pass though his curiosity bubbled at bit.

    Arriving safely at the fort was almost too easy. Weren't there more bandits in the woods? Are they so afraid? He hoped the answers were no, and yes, in that order. Gray also wanted to see the look on the Lady Hellknight's face; he hoped she would be surprised. She had made a fool of him when they first met...or maybe it was Grayface who made a fool of Grayface by assuming the bandit leader was a man. Either way, he would be glad for the satisfaction of a job well done.

    The waiting had begun to sour some of the good feelings held by Gray. "It must have been nearly an hour. I am surprised, I thought this thief would have stirred more of an interest."

    The warrior takes the spare time to double check the bindings and to point his dagger at the back of Dars' neck. As she begins to stir he gives her a slight prick. "Easy now, foul cow. I wouldn't want you to be dead for your trial." Gray had no idea if there would be a trial, but he figured it might placate her for a bit longer.


    Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

    Pertreeko smiles at Yasmin. "Alas, Yasmin, I fear you will get your wish. Every new season brings a new batch of cutthroats and bandits, it seems." but despite his grim words, the druid seems to be in good humor, happy to receive the reward for a job well done, even if it requires a bit of waiting..


    In time, a studded door to your left swings open - stepping through and nodding in your direction is the Lady Commander. Dressed in midnight black robes, she has a deeply troubled look on her face...quite far from the austere demeanour she has presented in your previous encounters. She is accompanied by someone that you haven't seen in the Citadel before. The woman is whispering into the Lady Commander's ear as they walk. Whatever it is that they are discussing is both bad tidings and not something that they wish you to be privy to.

    Seeing the still form of Tarrin Dars on the floor before you, a thin smile curls on the Hellknight's lips - clearly the capture of the leader of the Splinters is some respite from her current troubles. "So, you found her after all? She will be made to answer for her many crimes against our lives...and for the crimes of her band of outlaws". She calls to two Hellknights, both of the Order of the Nail, and instructs them to take Tarrin to the holding cells; instructing that "No-one is to talk to her until I give them permission...this one has much to tell...and she will talk".

    As Tarrin Dars is carried away, the Lady Commander invites you to her chambers, "We have much to discuss...before we talk of rewards and the like, please tell me of the state of the Splinters now, tell me of their hideaway and, I would know more of the ruins...is there any sign of anyone else residing there?". It is this question, and your answer to it, that most interests the matronly lady who has accompanied you to Lady Commander Druvost's offices


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • GM Zed wrote:
    "We have much to discuss...before we talk of rewards and the like, please tell me of the state of the Splinters now, tell me of their hideaway..."

    "We left many of them on the floor in our bloody wake to be brutally honest. We didn't finish exploring their lair so there may be more, but of those we encountered we left none alive."

    GM Zed wrote:
    "...and, I would know more of the ruins...is there any sign of anyone else residing there?". It is this question, and your answer to it, that most interests the matronly lady who has accompanied you to Lady Commander Druvost's offices

    Gray then describes details about the levels of the tower; he talks about the goblins and their weird automaton, then describes the macabre 2nd level down where corpses of spiders and humanoids lay on the same table. He then talks about the many traps that awaited his group and how each was sprung, avoided, or overcome. Finally he talks about the bandits' stronghold on the 3rd layer down, going into detail about the arrow slits, gibbering mouther, the various melees and finally the temple room where the leader Tarrin Dars was vanquished.

    "There very well might be more residing there, and we fully plan on returning to the ancient tower to delve deeper into its depths."


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea's voice is back to her usual emotionless tone

    Tarrin Dars was a priest of Norgober. Did you know that? I suppose you asked us to bring her back alive so you can interrogate her about her probable contacts into the Fort itself? Her Splinters couldn't be so successful without an insider to inform them about the coming and going of traders and their known wealth. I suspect you didn't really hope we would be successful, and so quick. She was a thorn in your side, and you didn't have enough manpower to send a patrol to seek and destroy the Splinters, and saw us- or anyone wanting to risk his life for a bounty- as an opportunity and a disposable tool. Fighting the Splinters would have needed soldiers outside the Fort, and you needed all the men you have to stay inside, because the Splinters contact-or someone else, you don't know who yet-would have seize this opportunity to start a revolution, or a coup, from the inside. It's just logical, because a small ragtag band of adventurers succeeded, and so a larger, well trained and armored troup of Hellknights assaulting the Emerald Spire under your command would have succeeded too, maybe by suffering a few casualties you can't anymore afford. I know next to nothing on the Hellknights, but I think they wouldn't have give you a consolating pat on the back and tell you you would got a better luck next time. They are quite.. unforgiving and straightforward in the dealing of punishment, and expect any of their member to display the same ...qualities.

    She stays toughful for a moment, and adds

    Am I right if I suppose that another band of Hellknights went into the Emerald Spire, and never came back? That would explain why you are under-manned, why you are so surprised about our quick success... and why you are so nervous about losing your job. I apologise for my lack of diplomacy, but I serve Pharasma, meaning that I deal mostly with dead people, obscure prophesies or pregnant women. Words aren't my forte.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos eyes the reactions of the Lady Commander and her adviser as Ea and Gray speak, looking for any indication of truth to the pointed words.

    sense motive: 1d20 + 1 ⇒ (11) + 1 = 12 it's untrained, Rallos isn't very good at reading people

    If there is a leak or informant, there might be something brewing if there are any more Splinters around. They might be crazy enough to try to rescue Dars. They are not what they seem....trust me on this. There is far more to this group than you might realize or want to admit.


    The Lady Commander listens intently as Grayface describes the various denizens of the Spire – scribbling notes in her ledger as he talks about the goblins, the undead and the Splinters. As Grayface describes those undead that you encountered on Gorloth’s level, the other woman (who has yet to be introduced to you) seems to pay the warrior a lot more attention…

    And then, Ea starts to talk… with her suppositions of Tarrin’s gang of outlaws being a fledgling cult of Norgorber, of being sent to her probable death due to the lack of resources in Fort Inevitable and of the possibility of a revolution or coup if the Hellknights were to reduce their presence. Her piece said, the room is utterly quiet for a moment before Ea then further supposes that the Lady Commander has previously sent Hellknights to the Emerald Spire. The matronly lady looks intently at the Lady Commander as she simmers over what Ea has just said…

    Rallos’ words are virtually ignored…

    ...then for the second time today, a thin smile appears on the Hellknight’s face, ”I'll say this, you have spirit Pharasmin – it is many years since one has presumed to talk to me in such an honest way and, this once, I thank you for it. These things I will say to you now…you have earned my trust and, as the High Mother will tell you shortly, we may have further need of your skills. It is true that the Order is stretched desperately thin at the moment…the lands outside our walls are ours to protect yet they are increasingly under threat from denizens of the Echo Wood – goblins, ogres, outlaws and, of late, the undead are walking once more”. The Lady Commander takes a draught of wine from a crystal tumbler on her desk before continuing, ”There are those within the Fort who would rather self-govern and would see the Hellknights gone – an underground movement called the Seven Foxes – these fools fail to realise how tenuous our grip on these lands are. If this Fort were to fail, then the Crusader Road would become soon impassable and the trickle of souls who would travel to the Worldwound would dry up…the implications of that are dire. But I don’t believe that even these misguided dolts would be involved in the passing of information to the Splinters – your friend is right Priestess, there may be an informant or agent somewhere within the Fort – Tarrin Dars will tell me who that person is…”, the Lady Commander seems quite certain of her ability to extract information from the captured outlaw.

    Knowledge (Geography) DC10:
    The Worldwound lies to the north of the River Kingdoms and is a massive tear in reality linking the material plane to the abyss – demonic forces constantly pour through this rift and, so far, the spread has only been limited by the constant stream of crusaders from the southern nations (many of whom travel along the Crusader Road to get to the battlefront).

    ”As to your second point Priestess, there have been other expeditions to the Emerald Spire…some explorers, some mercenaries and some years ago, an expedition led by Hellknights…the Spire is a dangerous place and few of these expeditions have succeeded – we lost contact with our expedition and their fate…is not known. You can be sure though – they did not fall at the hands of petty thieves”.

    The other lady coughs, trying to get the Lady Commander’s attention…

    ”Aaah yes…I apologise, please allow me to introduce High Mother Sarise Dremagne of the Temple of the Golden Key. She has troubling reports from the trade routes to the north”

    The lady smiles, and with a soft voice, addresses you, ”You have done well to apprehend Tarrin Dars and to arrest the growing threat and influence of Norgorber in the woods – I pray that the outlaws, if any are left, will disperse and stop troubling those who are making an honest living here. But it seems that the Spire may well be home to a darker threat than the Splinters…we have had three separate reports of the dead rising and attacking travellers on the trade route. The increase in such attacks would normally be a cause for concern yet there is something else…the armour worn by these undead bears a symbol…a skull wearing a majestic crown…you say you defeated some undead in the Spire, did you see anything like this?”


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Grayface looked at his friends, each one at a time. He turned back to High Mother Sarise and said "No, I do not believe we saw any skull or crown imagery. The only undead we encountered were risen goblin corpses and some ancient skeletons. And possibly the weird meat-and-metal automaton."


    ”Then it seems these attacks are destined to continue…the last attack was chased back into the woods with the remnants of a troop of skeletons apparently headed for the Spire. Is it possible that there are things inhabiting lower levels than you have explored? If the Spire is found to be the origin of these attacks then the church of Abadar would repay you handsomely for ending this menace.”

    Toying with the oversized golden key that represents her holy symbol, High Mother Dremagne continues, ”I must warn you though…the skeletons that attacked the last caravan were well armed – and supported by some form of skeletal wizard – almost by the week, the threat is growing in strength”.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin interrupts Tarrin Dars at the mention of ogres. "We've not run into any ogres in our explorations. Are they well organized? Are they allied with other monstrous creatures?"

    Knowledge (Geography): 1d20 + 1 ⇒ (2) + 1 = 3

    As the conversation turns to the High Mother, Yasmin drools with anticipation at being rewarded by the Temple of Abadar. "High Mother, exactly what kind of reward are we talking about? We had a hard enough time battling Gorloth, a skeleton that presumed himself king of his small domain. But battling skeletal mages sounds far more perilous. As the Lady Commander mentioned, even well-armed Hellknights have been lost in the ruins of the Emerald Spire." Yasmin was hopeful that she could reach a good agreement with the priestess of trade.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    know geography: 1d20 + 2 ⇒ (15) + 2 = 17


    Yasmin – I think you probably interrupt Lady Commander Druvost – Tarrin Dars was your captive!!!

    When Yasmin interrupts the Lady Commander talking about the recent attacks upon the area, she takes it in her stride, ”The ogres don’t appear to be allied with any particular force – some, we think, are coming from Mosswater – a known ogre stronghold near the Sellen River but others are definitely coming from the Echo Wood”

    At Yasmin’s question about rewards, the High Mother suggests that, ”As the threat is swiftly growing and threatens the trade within this town, the Temple of Abadar are willing to pay a reward of 2,500 gold if you find and destroy the source of the undead. I trust this meets your approval?” At the mention of the reward, the Lady Commander reaches into the drawers of her desk and brings forth a large cloth bag. Placing it on her desk with a satisfyingly metallic sound, she thanks you once more, ”For the return of Tarrin Dars as a live captive, I pay you one thousand gold. I will be interested to hear of your further exploration into the Spire however, please note that as you are no longer acting as an agent of the Hellknights, the levy on treasures looted from the Spire and sold within Fort Inevitable shall be payable”

    ”Now, if you will excuse me? I have a prisoner to interrogate…and I have very many questions”, the cold smile on the Lady Commander’s face draws a worried look from the High Mother.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Oops! Lady Commander Druvost!

    "That's indeed a generous offer," admits Yasmin. What else could she do when the Lady Commander had just given a mere 1,000 gp reward to them. "But we have need for supplies and provisions to delve deeper into the spire. In particular, a wand for curing our wounds would be invaluable to us. Would you be willing to sell one to us for the cost of manufacture? The Temple of Abadar would take no loss, and we would be empowered to face the undead that threatens the trade caravans." In other words, Yasmin wants the ability to buy a CLW wand for 375gp instead of 750gp.

    Diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14. Whoops!


    Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

    Double 2s, that's unfortunate Yasmin...

    The Church of Abadar often preaches the worth of its shining cities and the rule of law. Let's see if it will back up those claims when it comes to paying its agents... Pertreeko keeps his doubts to himself and his expression as unreadable as possible. Those of the Menhir order, the druids that raised Pertreeko, were suspicious of the followers of the god of Civilization. Too often, the little people and the nature of the land were casualties in the march of Abadaran progress.


    High Mother Dremagne smiles at Yasmin, "You would seek a trade then? Well, as your continued success is in everyone's interests, I will make a counter offer...the reward for defeating this 'Crowned Skull' menace shall be 2,000 gold - payable upon proof of what you have achieved - and, as a down payment and a sign of good faith, a healing wand shall be made available for you. If those terms are acceptable please come by the Temple of the Golden key on the morrow...you can't miss it, it's the large building across the road from here"

    The Lady Commander stands, as if to usher you from the room, "If there is anything else?"


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin looks to her companions for agreement. "I think that's acceptable, yes?"

    -Posted with Wayfinder


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Aye, works for me. Is there anything else you might be able to tell us that could help us? Anything at all, ma'am.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    What kind of knowledge would be needed to identify the "crowned skull" symbol?

    Ea looks at the High Commander, letting Yasmin haggle with High Mother Dremagne

    It is my duty to fight the unliving abominations. And the Church of Pharasma will gladly accept that opportunity. Consider myself your ally, Lady Commander, on this point. When you'll have all the information you need and get an example out of Tarrind Dars for the population, will we be allowed to give her corpse a proper burial? I don't get involved in the Fort's politics and I don't judge the wrongs of the living, but I am a guardian of the deceased rights. Till her last breath, Tarrin Dars is yours. Right after... let's say she falls under my juridiction, with all due respect.

    She bows slightly to Druvost, her face solemn and respectful


    Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

    "Thank you." is all the druid comments in response to his friends' agreement, nodding his head seriously.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • "A fair proposition, though the terms are a little ambiguous. How are we, or you for that matter, supposed to identify what is the cause of these undead? In any case, we shall do our best to root it out. We shall come by your temple tomorrow morning, for the magic wand."

    Gray was thirsty. His thirst was one that his waterskin couldn't manage. Being in such close proximity to the inn made him a bit anxious and suddenly this important meeting that he'd been so looking forward to became tedious. Stop thinking like a child, he scolded himself.
    The inn will still be there whether we leave now or later...

    He pictured a tall frothy mug and a buxom bar wench, and it soothed his scarred soul for the moment.


    Knowledge (Religion), (Local) or (History) may reveal some information about the 'Crowned Skull'

    The Lady Commander pauses briefly to give you a little more background on the Hellknights lost to the Spire, "Thirty years ago, Chaid DiViri came to Fort Inevitable after the order requested aid from Citadel Enferac and the Order of the Gate—the most mystically adept Hellknight order. When divinations revealed the presence of potent lawfully aligned magic and more mysterious presences deep beneath the strange landmark known as the Emerald Spire, the Hellknights sought to investigate, hoping that some hidden force might cement their dominance in the region. As an expert on dealings with extraplanar entities, Signifer DiViri was sent and quickly organized an expedition into the ruins beneath the Spire...she made several expeditions over a year before disappearing without a trace."

    At Ea's suggestion that Tarrin Dars should, in time, be returned to Pharasmin jurisdiction - Lady Commander Druvost nods, "Very well sister...Tarrin has many questions to answer and the timing of her execution is yet to be determined - but, when it comes, her mortal remains will be delivered to the Temple of Silence"


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Know religion: 1d20 + 6 ⇒ (10) + 6 = 16

    Could Ea search for informations later in the Church of Pharasma, taking 20?

    My knowledge of extraplanar things are not up to your Hellknight expert, and so far the symbol recently found on the wandering undeads doesn't remind me of anything significant. I will, of course, try to seek any information in the Church little library. Perhaps they were already spotted in ancient times. They act as controlled puppets,with an unknown mastermind behind, not simple rotting, wandering corpses. They have a goal, a purpose. If we find what it might be, we could get the upper hand.Maybe they are just send to test the Fort defense, or to keep the Hellknights on edge.

    Hearing about the Fate of the last Hellknight going into the Spire
    The ruins under the Spire are surely a dangerous place.if we find anything related to Signifer Diviri, we'll do our best to bring back items or informations. If we find her corpse, be assured I'll bury her and that I'll consecrate her remains, if we can't bring them back to the Fort.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Well, at least now with the advance warning there will likely be undead ahead of us in the spire, we can at least prepare ourselves appropriately.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin also regards the news of the hellnight expedition with interest. "You mentioned that Signifier DiViri made several expeditions over a year in search of this power. If so, did she provide any journals or notes? Or is there someone else from this expedition who might still live? It would be useful to know as much as we can about the Emerald Spire. It is truly a perilous place."


    Ea - You may carry out extended research at the Church of Pharasma (effectively a Take 20 knowledge check) whenever you wish to do so.

    "Signifier DiViri's journals were claimed by the Order of the Gate and returned to Enferac many years ago. As the threat from the Spire has grown in influence over recent years, I have requested transcripts of any pertinent entries on those journals - these things take time though.". Lady Commander Druvost thinks for a moment or two before continuing, "You have explored more of the Spire than anyone over the last decade - I shall send word to Enferac once more - it may be that hope of learning DiViri's fate will help to move them to action"

    "Now, if you will excuse me?"

    The Lady Commander's attitude is a lot less frosty than previous meetings but it is still clear to you that this meeting is at an end.

    What else do you wish to do within Fort Inevitable?


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    I think we should get a good night's sleep and head back. Armed with this information, we should have an edge over some expected opposition. Although, I need a drink first. And in the morning, I need to get something to use against the undead. My blade doesn't seem very effective against them.

    Rallos just wants to get a good rest and a drink.. In the morning he will head to get a light mace from the armory. Other than that, he is good to go.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea salutes the Commander as she goes away, then turns to Rallos

    I will require at least two days of resting, as I want to check on the Church library to try to find any information against the new kind of undead. Knowledge is a weapon too, and the destruction of the unliving is an holy task for me. Rushing into battle without preparation will get us killed... if we're lucky. We'll need holy water, bludgeoning and slashing weapons, some alchemical fire-which could be useful too against the gibbering abomination in the Spire- and a sound strategy.Until Fate bring us together again, farewell. I'll be at the Church, if you need to contact me.

    Ea will go to the Church, and look into the library, seeking enlightement.

    Takes 20 in Know-Religion, total 26


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "Sounds good. I'll check in on that old wizard tomorrow to see if he turned up anything interesting about that crystal we found."

    -Posted with Wayfinder


    Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

    Pertreeko, feeling somewhat at a loss within Fort Inevitable, follows Ea to the church library. As a Menhir Savant he is a student of knowledge, but he is out of his depth when it comes to undead abominations. He can detect them, but dealing with them directly is not something he is used to.

    He helps Ea by fetching books she needs and quietly studying himself, trying to bring himself up to speed on undead combat tactics.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Grayface makes his way to the center of the fort-village and finds the armorer Rillin. Grayface had a debt that he meant to pay; Rillin had been kind enough to credit the warrior 50 gold pieces until the bounty was collected on the bandit Tarrin Dars. Now that she was safely in custody and Gray's purse was fattened, it was time to make good on that arrangement.

    "Rillin, I have good news. The terror of echo wood, Tarrin Dars, has been brought to justice. Here is your fifty gold pieces, as promised. I am a man of my word.
    I wanted to upgrade my armor to a breastplate and leathers, and I want them to be fine quality. Do you have what I need? Here is the fine chain shirt you sold me several days ago, last time we were in town. The links are fine quality, and they saved my life. You have my thanks and respect as a craftsman. With the exchange of this chain shirt, how much will you charge for a master-quality breastplate?"

    Diplomacy: 1d20 - 2 ⇒ (10) - 2 = 8

    Trying to butter him up a bit here. I want to buy a masterwork breastplate. (350 gp). I have my masterwork chain shirt that I just purchased from Rillin last time I was in town. Any chance I can get get more than 50% return on the chain shirt since it is still relatively new and made by Rillin himself? *fingers crossed!*


    1 person marked this as a favorite.

    Ea / Pertreeko - The Temple of Silence has a small library which is primarily devoted to regional funereal customs and methods of interring the deceased however you are able to find several tomes that provide a some details of the Emerald Spire's history.

    The earliest record that you find of the Spire tells of, an Azlanti wizard-prince named Nhur Athemon—a devotee of the demon lord Abraxas—discovered plotting against the royal family and, some 10,000 years ago, fleeing into exile across the sea in the as yet untamed continent of Avistan. Nhur Athemon and his followers chose a remote woodland for their home in exile. Not only was the Echo Wood thousands of miles from Azlanti justice; it was also home to the mysterious Emerald Spire, which Nhur Athemon had discovered after hearing tales of the fantastic crystal from natives he subjugated in his exile.

    The exiled prince was fascinated by the arcane power slumbering in the Spire. Among other unusual properties, the substance of the Emerald Spire proved physically nigh indestructible but magically malleable and capable of serving as an arcane battery for powering long-lasting spells or creating constructs. Most importantly, the device served as a powerful locus for planar energy, tapping the subtle magical currents miles beneath the world’s surface to create potent resonances with every known plane of existence. Nhur Athemon realized that the Spire held secrets to vast power—perhaps power enough to overthrow the enemies who had forced him to flee Azlant. He raised the green glass tower that remains today over the Spire’s uppermost point. Below ground, they sculpted strange dungeons to access different points along the Emerald Spire and built laboratories to experiment with the Spire’s planar properties.

    However, Nhur Athemon and his followers didn’t escape Azlanti justice forever. A few decades after the evil archmage fled his homeland, the Azlanti authorities successfully divined his location and launched a powerful attack to eradicate the vile cultists. The attackers wiped Nhur Athemon’s palace off the crown of Brokenhelm Hill (the modern site of Thornkeep) and shattered the upper reaches of the Emerald Spire. The Azlanti warriors raided Nhur Athemon’s secret dungeons and hidden vaults, slaying the wizard in his lair.

    The Spire has not laid abandoned in the time since though; records talk of Serpentfolk refugees hailing from the buried Darklands discovering the Emerald Spire’s subterranean levels, and establishing retreats of their own in its deep reaches. Other notable inhabitants include the notorious goblins of Zog, who occupied the Echo Wood roughly 500 years ago, using the Emerald Spire as a creative form of execution, driving those sentenced to death into the dungeon to meet grisly ends in the monster-infested depths.

    Humans came to the region thousands of years ago, but the primitive tribes of the Echo Wood and the early settlers of the River Kingdoms avoided the Spire, spooked by the eerie otherness of the place and stories of the various monsters from other worlds that frequently plagued it - but after Zog was defeated by the neighboring realms, human settlers slowly moved back into the northwest corner of the River Kingdoms. Towns such as Thornkeep, Southwood, and Mosswater were founded near the Emerald Spire. More people and more commerce meant that the news of the Spire’s existence began to spread once more. New parties of adventurers came to the area to try their luck in the Spire’s dungeons. At the same time, it seems that the deeper levels of the Emerald Spire attracted the attention of new waves of subterranean dwellers. Bands of derros, morlocks, troglodytes, and stranger creatures have been spotted in the vicinity of the Spire during the last century.

    Frustratingly, you find no record of an undead presence within the Spire nor of a 'Crowned Skull'.

    Grayface - The armourer is pleased to see Grayface once more, "So, you claimed the bounty on Dars then? With the Splinters gone, trade should pick once the winter snows lift - you and your friends have done us a great service." Examining the chain shirt returned by the warrior, she tuts at the numerous cuts and dents across the links where Grayface was hit, "A breastplate you say? I could buy the chain shirt back from you for two hundred gold? There is no levy to pay on that as it isn’t plunder from the Spire...it'll take a day or two to forge something that I would be happy with though...I could measure you now and you could collect it the day after tomorrow?"

    Yasmin / Rallos - You receive a warm welcome at the Julliver arms, "Friends...a drink on the house and free board for the night...we hear you have captured the scourge Dars. Even now, Egelbert is composing a song to celebrate your story - I dare say he'll be looking to you for some inspiration - how long will you stay with us?"


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea quietly think about everything she had read, expressing her thanks to Pharasma by a lenghty prayer
    The tip of her fingers form an arch, the indexes resting on her lips as she seems lost in speculation, speaking more for herself than for Pertreeko

    That was interesting, both by everything we learned about the history and inhabitants of the Emerald Spire, and for the information we didn't find, about the undead and the "Crowned Skull". Someone, a powerful necromancer or undead master of the arcane, has been very careful to keep a low profile so far. Now he's sending scouts outside the Spire. Why? Probably because he feels powerful enough, but wants to be sure of his future victory. And he can't go outside by himself, or chose not to. He must be deep inside the Spire. He's proud, as his servants wear his mark, the "Crowned Skull" to distinguish themselves from usual, regular undead. Could it be the azlant prince, Nhur Athemon? Maybe he died under his fellow Azlant's blades, but didn't stay dead? Did we find his coat of arms, somewhere? If not, I must check some history and heraldry books. I need more books, and your wise input, Pertreeko. There are still some fields of knowledge I don't master, or even dabble into. We need to be prepared for anything and everything. Knowledge could be the key to our survival.

    Ea can take 20 in those fields: Local, Nature, Plane, Arcana and Dungeonering (total 25 for each). Could she find some History/Nobility information in the library (no rank)? She will seek information on derros, morlocks, troglodytes, crysmals, creatures from plane of Earth and from the deep, and any information on powerful Undead (total 26) and how to fight them (any 2+ HD undead). How long would it take?


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    I am not sure how long we will be in town for...likely a day or two. Thank you for the drink and room. It is most welcome.

    Rallos lifts his mug in salute to the innkeeper, then takes a drink.

    Anything interesting happening the last few days? It's always good to keep up with the latest news.

    After a good night's sleep, Rallos heads to the armory.

    Tsador, I have need of a couple weapons. I hope you have some for sale. I need a mace. It seems that a good rapier isn't always the tool for the job. I have a rapier to trade in also, I found a second....don't really need two. How about my rapier for the mace and 5 gp? Sound good to you?


    Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

    "There is also risk of serpentfolk and other subterranean dwellers inhabiting the Spire. It is as my Order feared. The confluence of so many ley-lines of natural power in the area is a natural homing beacon to those like Nhur Athemon, which is why it must be safeguarded and shepherded by neutral parties."

    Pertreeko begins pacing back and forth in the library, rubbing his beak. "Even if Nhur Athemon was truly killed, there is risk that his necromancy tainted the natural presence of magics there, like pollution contaminates a spring. Warding spells against Evil will be useful below; it would protect us both from ancient curses," he ticks one off on his feathery finger, "and from conjured creatures from another plane. The walls between realities are thinnest around ley-line confluences, and the enemy inhabiting the lower reaches may have extraplanar allies."


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    I agree. We didn't even have to go very deep into the Spire to find those crysmals. Who knows what await us deeper? We'll have to prepare our prayers carefully to survive.


    Ea - your ongoing research into Nhur Athemon yields little - it seems that he either faded into obscurity as the millennia passed or the Knights of the Ioun Star (the Azlanti order who defeats him) purged him from most history books.

    The library provided you with some further information - certainly you learn a little more about Derro, about Morlocks and about Troglodytes:

    On Derros
    Though derros dwell deep under most of the surface world’s cities, very few know of the sadistic creatures’ existence. Descended from mysterious fey that once dwelt deep underground, the derros lust for the comforts of the surface, yet the light of the sun causes them to blister, burn, and die. Derros often abduct surface dwellers to perform hideous experiments on them in their never- ending quest to divine what protects those who dwell
    above from the burning death, yet the intrinsic madness that plagues all derros dooms these experiments to failure every time. In the end, traumatized victims are returned to their homes, memories not quite completely wiped of their ordeal; to live the rest of their lives in vague fear of a nightmare they can’t quite recall.

    On Morlocks
    Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions.

    On Troglodytes
    The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground, yet for all their race’s fecundity and sprawl, as a whole they represent only a minor threat. At times, great leaders can draw legions of troglodytes to their command to create vast and deadly armies, but left to their own devices, troglodyte tribes are content to keep each other under control with numerous feuds, cannibalistic raids, and bitter civil wars.

    Religion is strong among troglodyte tribes, and their shamans and priests are universally the highest regarded members of a clan. Troglodytes generally worship one of the countless demon lords, particularly those of a reptilian or primeval shape and form or those whose Abyssal domains most closely resemble the tangled caverns troglodytes prefer.

    You find nothing on the subject of the Plane of Earth nor indeed any of the elemental planes.

    As you might expect, there are many treatises on the abomination of undeath within the churches library - it would take weeks if not months to fully digest all of the tomes and scripts here. A cursory review suggests that the animated dead are risen for many profane reasons and through many means - just a few hours provides you with a list of the types of undead most commonly written of: devourers, ghosts, ghouls, liches, mohrgs, mummified undead, shadows, skeletons, spectres, vampires, wights, wraiths and zombies.

    You could perform a more focused search if you wanted - working with Pertreeko and Father Faldindor, you could extensively research up to three of these creatures per day

    Rallos - At the Julliver, you are regaled with tedious stories of who might be marrying who, rumours of trade caravans working their way north and a few salacious comments about the Hellknight guards. It would seem that not much happens in fort Inevitable during the snowbound months...

    At the weaponsmiths, after being proposed a trade, Tsador grunts, his half-Orc features inscrutable as he turns the rapier over in his hands, "A fair weapon but not one that I would sell easily around here. The steel is of a good quality though and could be reworked for a more useful weapon - tell you what Tiefling, I'll swap you a mace for your rapier and, if you've got any more weapons coming my way, I'll give you a good price - heck, I might even make you something special"


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Sounds like a fair deal to me. We do have some weapons we found that we could not bring back with us. We will surely bring them to you. Hmm....do you have access to cold iron? We might need a few special items. There might be some unique challenges ahead of us. I will get my friends together and see if we need anything specific.

    Rallos extends his hand to the weaponsmith.


    Tsador takes Rallos' hand and shakes it in good faith of future business, "Cold Iron? Sure, I could get hold of it... You'd have to tell me what you want and pay up front though - probably take me a week to get my hands in what I'd need. Got any thoughts about the kind of weapon you need?"

    Yasmin - assuming it is the day after returning to Fort Inevitable, are you headed to Abernard Royst's as per your previous intentions?

    All - you also have a healing wand to collect from the Temple of the Golden Key at some point.

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