The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


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...and the first of the clockworks shudders to a halt...


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther continues to flank with Symon on the other.
thundering mstar: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 2 ⇒ (1) + 2 = 3
He strikes a glancing blow at the center of the beast.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon moves while the robot is distracted by Luther's attack, and attempts to jab it in a vulnerable area.

Attack-melee: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 ⇒ 4
Sneak Damage: 2d6 ⇒ (2, 5) = 7


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent moves to the nearest robot, and strikes

unarmed: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 1d8 + 7 ⇒ (2) + 7 = 9


The sound within the room fills with percussive metallic impacts as Luther, Symon and Brent all land heavy blows upon the remaining clockwork… In one last surge of gears, it slams ineffectually at Symon…

Clockwork Servant 2, Slam vs Symon: 1d20 + 6 ⇒ (9) + 6 = 15, missing

GM Only:
Clockwork Servant 2 = 10/31HP

Everyone may take their turn now


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

mstar : 1d20 + 7 ⇒ (10) + 7 = 171d8 + 2 ⇒ (7) + 2 = 9


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

As the battle appears to be in hand, Armitron takes a moment to extricate himself from the netting...

Escape Artist check 1d20 ⇒ 2

but is still enmeshed in the netting.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru returns to the wand, blasting the other clockwork mockery.

Magic missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5

Spells Remaining: 4/5
Tremors Remaining: 7
Charges: 30


...and finally, with a fizz of arcane sparks, the second of the clockworks comes to a halt...

Combat Over

Examining the room, there is nothing here other than junk...and, in the eastern wall, a single red lever within a brass panel.

To the north, there is a single door.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia moves to assist Armitron free from the netting.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron smiles in thanks to Dru, "Well that was unfortunate, it seemed an unnecessary battle. Are all the denizens here so, aggressive?"


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

After a thorough search of the room, the north door is breached after cautious inspection.
Take 20 for 36 perception on the door.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"Is that lever to be avoided at all costs? It certainly draws the attention of the eye", states Armitron his sword tip resting on the floor, hilt held loosely in his hand.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent flexes his fist. never hit a metal man before. It's loud. So what now?


With Armitron freed from the netting, the door to the north is checked and then, after satisfying themselves that nothing lies beyond, is opened... a corridor heads north for ten or so feet before turning east - and, in a slightly labyrinthine manner, turns north and then west again... ending, with a wall of curved bronze blocking the way, in a dead end.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"I guess we use the lever now." Flipping the lever.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

"Just a second. Let me examine this dead-end...you never know..."

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"I agree," Dru says, joining the search.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

And not even managing to find the floor on which she stands...


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent helps search
perception: 1d20 + 8 ⇒ (13) + 8 = 21


Examination of the curved wall reveals that there is the tiniest gap between the bronze and the stone walls of the corridor. Pushing against the bronze, there is a tiny amount of movement (horizontal motion) but no amount of pushing will move the wall (or is it a door?) out of the way.

Faced with a dead end, the party of adventurers retrace their steps back to the room where the clockwork machines were sorting through junk and, poised to respond to any unexpected consequences, push the red lever to an ‘Up’ position. Halfway up the corridor to the north, a bronze wall suddenly slides into position… and then, moments later, slides out of view again... revealing that the corridor, after proceeding several feet to the north, instead of leading to the east now turns to the west.

Cautiously following the corridor along its new path, the group arrive at a double door made of bronze plate. It is inscribed with runic lettering and the images of strange, partially formed creatures with blank faces and featureless bodies.

Aklo:
It reads, 'Glory to the makers, the shapers, the fashioners of servants. In this crucible let artifice and theurgy be joined in noble purpose for the dominion of derrokind!'

North of the double doors, which lead to the west, the corridor snakes around to a curved wall of stone.

Map update to follow… this level is a bit challenging to map as things move around!!!


Map is updated - actions please?


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther checks the doors carefully and listens (36 per) before opening.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Once given the OK by Luther, Symon will open the door.


Paying the writing on the door no mind, and the bronze wall, Symon takes decisive action – after Luther has checked for traps and noises beyond the door (there is a loud ticking noise) , he pushes the, unsurprisingly heavy, bronzes double doors open… revealing a large – and occupied – chamber.

This chamber seems to be the origin of the ticking sounds heard elsewhere. A heavy brass housing in the middle of the room covers a clockwork arrangement of gears and cogs, that clank loudly as they slowly move. Revolving camshafts and rocker mechanisms extend from the housing to various points in the ceiling, driving unseen mechanisms. The room also seems to serve as a workshop; Nine alcoves contain automatons in various stages of assembly.

The only other exit from this room is a door in the far north western alcove leading to the north.

Note that the rather obvious spinning blades in the eastern end of the room are actually hidden beneath the floor – rather annoying mapping failure!!!

Perception DC20:
There are mismatched floor tiles in the open area at the eastern end of the room – but it isn’t clear what is hidden beneath the floor there: a pit, a pressure plate or maybe something else?

As the door opens, a figure at the far side of the room looks up from a large scroll and greets you imperiously, ”I have visitors it seems! Yet I do not recalling you to my domain! Explain yourselves!” The light shining from the flickering lamps that flank the alcoves reflects brightly from the gold-plating melded to the flesh of the tall, and quite gaunt, man. As he talks, two of the automata turn to face you…

Behind the gold-plated man, a familiar styled panel with both a red lever (in an 'Up' position) and a black lever is set in a curved wall at the west end of the room.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"We are here seeking an old friend we believe lost in this maze. We do not seek a quarrel with you and apologize for our incursion. I am Armitron Foebane, what may I address you as?"

Perception 1d20 + 5 ⇒ (19) + 5 = 24


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

diplo to influence: 1d20 + 12 ⇒ (6) + 12 = 18
After some quick magic, Luther tries to gain trust.
"We are looking for evil people in this Spire and exploring the wonderful secrets inside. We have made some unlikely friends. We are advenurers."


The man directly addresses Armitron, "Indeed? You may call me Klarkosh, Master of the Emerald Spire! You say you have lost a friend, that is of little concern to me... However, if my assistance will rid me of your presence then I may consider helping you... For whom do you search? And quickly now, I am nearing success in my latest works"


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"We seek a woman, Signifier DiViri by title and family name.

Perhaps we can assist you in exchange for assisting us Master of teh Spire?"


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent says nothing, watching the man. pretentious git. Still if it helps us...


"DiViri? No, I am afraid I have never had the pleasure... I assume she is a Hellknight from her title? If she is here in the Spire, she has yet to come and pay tribute to me...", and then, as Armitron offers to assistance, "Help Me??? You seek to assist me??? Oh, priceless - do you know what I am doing here? I am in the process of devising the perfect mechanical servant. Absolutely loyal, absolutely fearless, every bit as capable as a living human with none of the fears or vices or ambitions a fallible human might harbour. So tell me, once more... Hiw could you assist me???"


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

While they are talking, Symon takes stock of the area, getting the number of creatures here and how they are armed and armored. He also looks at some of the machinery, attempting to understand what it does.
Also what is the light level here? Many shadows?


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"Perhaps there is a part you need that you have not acquired, we can assist you with that. Though as you have little to offer us in trade it seems we should just be on our way and allow you to continue with your work.

Though we may need to pass by to explore these halls further. Unless you can suggest another way we should take in the Spire..."


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"We need to make a map. It will only take us a few minutes to map this level and find the exit. Uneeds you al ready have one?"


"Passage I may yet grant... But you propose now to map my domain?!!?", Luther's words have raised Klarkosh's ire, "Give me one reason why I should not command my machines to escort you back to the surface!!!"

Symon - if anything, this room is more brightly lit than any of the other rooms on this level... It seems to be a workshop of sorts - and Klarkosh is clearly disassembling / re-assembling an automaton. The automata that are operational - both standing between the party and Klarkosh - are identical to the one that you fought although they are armed with halberds of some form.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru clenches her teeth, stifling a comment that she might otherwise regret. Because we would take them apart and then do what we will, she thinks.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther holds up his hands:
"The map was just a request, and I see you have declined. We are just trying to make sure we can move through with a minimum of interruptions to your crucial work."

Luther is somewhat interested in the research. "A servant with no human weaknesses is your project?? That would be amazing!! You are doing such important work I feel bad for interrupting it."

Luther adds: "We have proven to be capable group and we think you would benefit from being our friends. We obviously would benefit more from being yours."

diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20


Klarkosh calms down at the show of deference from Luther, "Friends? I think not... Allies or maybe 'employees' would be a better description - but, just maybe, we could come to an arrangement. You seek passage past here whilst you search for your lost Hellknight... I would grant unimpeded access in return for the completion of a task."

Klarkosh lays out his terms, "Below us lies a troublesome snakepit... A serpentfolk cult that seeks to expand it's influence within the Spire has grown in number over the last few months - they are... nothing more than an annoyance at this time but I must not be distracted. In return for safe passage, I would ask that you extinguish this cult... Are these terms agreeable?"


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

I'm ok with it, if the rest of you are Brent says. never liked snakes much anyway.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon nods in agreement and says quietly under his breath, "As long as they are not spiders!"


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"A foul snake cult? I suppose this would be agreeable, perhaps they are the very culprits that have seized our ally.

Can you tell us of the other factions that operate in this place?"


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"I can handle snakes," Dru says with a slight smile. Her brilliant teeth shine against her black skin, giving the expression a bit of an evil cast.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"I think we have a deal!"


"Very well... We are agreed - you will return here when the task is complete". Klarkosh considers Armitron's question for a moment, "As to other factions within the spire, I believe that the serpentfolk lair occupies many levels of this artefact - maybe all the way to the bottom? My work - and indeed the nuisance of those snakes - has prevented me from exploring below here. Upwards? I imagine you have already encountered the undine above us? They are there by my gift alone... Their study is of some interest and so I allow them to occupy the Drowned Level... and, of course, you will have gone through the troglodyte's lair - filthy creatures but they have no malice"

Laying down the tools he was holding, "Shall we?" - he turns to the panel behind him and throws the black lever to an 'Up' position and the red lever to 'Down'. The automatons step to one side as he ushers the party towards a door in the northern wall, "This way..."


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron smiles at Klarkosh, "Let's".

He then turns to Luther and whispers, "Should we ask about the Numerian?"


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther nods.
"Have you seen a Numerian?"

Luther moves to follow.


Klarkosh leads the party through another room where an automaton stands, impassively and silent, before arriving at a staircase heading downwards into darkness. When Luther asks his question, he looks quizzical, ”Numerian? I’m not sure… why do you ask? You seek someone else other than this Hellknight DiViri?”

GM Only:
Klarkosh, Bluff: 1d20 ⇒ 1

Klarkosh seems surprisingly taken aback by the question.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru follows the others, remaining characteristically silent.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"No we do not seek this being, we were simply warned to be wary of it and we know very little of it", replies Armitron.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther adds: "Hellknights, not my favorite group."

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