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Nilfyr steps forward and swings his fauchard in a wide arc, tripping the automaton, then following up with a slice at the thing.
Not an action: 5' step, as indicated on map
Standard action: Trip automaton
Trip (+1 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 10 + 4 + 2 ⇒ (20) + 10 + 4 + 2 = 36
AoO vs. Prone AC (+1 Adamantine Fauchard (2H), Power Attack): 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage (+1 Adamantine Fauchard (2H), Power Attack): 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
...and Thunderstealer gets an AoO, as well

GM BPChocobo TK2 |

Nilfyr performs another tripping combo, sending the automaton to the ground and cutting through its chassis! Sparks start shooting out from the automaton!
Artemus, seeing Thunderstealer and Nilfyr more than capable of finishing off the foe, pulls out a wand and starts charging it.
starting a wand of infernal healing
Thunderstealer Reflex vs DC 12: 1d20 + 2 ⇒ (7) + 2 = 9
Electrical damage on failure: 1d10 ⇒ 1
A spark flies onto Thunderstealer, painfully burning some chest hair.
The automaton now tries to swipe at Nilfyr from the ground!
PA guisarme @ Nilfyr: 1d20 + 10 - 2 - 4 ⇒ (15) + 10 - 2 - 4 = 19
Damage on hit: 2d4 + 7 + 6 ⇒ (2, 4) + 7 + 6 = 19
With calculating aim, the swing goes upward and causes a telling wound to the Desnan!
These emerald automatons do not like you Nilfyr.
Init order (bold = up)
Automaton (26 damage, prone)
Thunderstealer (18 damage)
Belcher (other side)
Faeros (other side)
Artemus (other side)
Nilfyr (19 damage)

GM BPChocobo TK2 |

Thunderstealer pushes the black lever up now in the middle position, causing both gates blocking Artemus, Belcher, and Faeros to rise.
Map updated!

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Faeros, seeing the condition of thunderstealer, uses his bane to try to finish off the creature, despite it being prone.
(Modifiers Divine Favor, Studied target, point blank, rapid, bane, coordinated shot, prone, soft cover from allies ignored due to friendly fire maneuvers)
arrow1: 1d20 + 10 + 3 + 2 + 1 - 2 + 2 + 1 - 4 ⇒ (4) + 10 + 3 + 2 + 1 - 2 + 2 + 1 - 4 = 171d8 + 3 + 3 + 2 + 1 + 2 + 2d6 ⇒ (8) + 3 + 3 + 2 + 1 + 2 + (4, 6) = 29
arrow2: 1d20 + 13 ⇒ (12) + 13 = 251d8 + 2d6 + 11 ⇒ (5) + (4, 1) + 11 = 21

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Nilfyr steps to the side and swings his fauchard at the mechanical being once more.
Not an action: 5' step, as indicated on map
Standard action: Attack automaton
Attack vs. Prone AC (+1 Adamantine Fauchard (2H), Power Attack): 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Damage (+1 Adamantine Fauchard (2H), Power Attack): 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16

GM BPChocobo TK2 |

Between Nilfyr, Faeros, and Belcher, the party finishes off the automaton!
Combat over!

GM BPChocobo TK2 |

Thunderstealer opens the east door... and finds a hallway that ends abruptly with a round end and black markings.
The black lever is currently in the middle. Up or down? :)

GM BPChocobo TK2 |

Thunderstealer pushes the black lever up, rotating the blocked hallway so it now goes south. Quickly scouting the new passage, they find a wide staircase that descends into darkness. A panel with another set of red and black handled levers are located against one wall, while a destroyed automaton lies in pieces near the stairs.
Nothing else to find here!
Thunderstealer then decides to push the black lever down all the way, creating a new passage!
Aghash Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Leopard Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
Aghash Percep: 1d20 + 11 ⇒ (20) + 11 = 31
Leopard Percep: 1d20 + 5 ⇒ (11) + 5 = 16
It rotates to a double-wooden door, although there is sound coming from the other side, like the occasional snarl, however everything seemingly goes quiet, as if whatever was inside the room is now aware of your presence on the other side of the door.
Ie, you guys can apply any buffs you want before the door opens, but likewise, no surprise round.
Opening the door, the party finds clouds of steam form from a fountain in the middle of this hall. Four heavy stone columns support the high ceiling, and a single red lever is mounted in a panel on the eastern wall. Rusty remnants of two human-sized automatons lie on the floor.
Adjacent to those remnants are a pair of large red and black-furred cats, scarlet glowing out of their eyes and horned ridges lining the skull. Between them and behind a pillar is a hooded form of roughly humanoid shape, although it seems to have cloven feet.
These are fiendish leopards; the fiendish taint gives them resistance to fire and cold and they can smite good. Finally, they have a weak, but noteworthy bit of spell resistance. Being leopards, they are aggressive on a charge, attacking with all of their claws as well as their bite.
The other creature is an aghash, a type of div that embody the evil eye, spreading doom with their gazes. They can summon sandstorms, even temporary ones, and their gaze can confuse, shake, stun, or harm those it stares at with its single large, fanged eye.
Besides the gaze, aghashes have a number of spell-like abilities, including summoning doru divs, cursing foes at will, making dimensional jaunts, and making a suggestion. They have moderate resistance to magic and require cold iron or good weapons to harm them fully. They also resist acid and electricity and are outright immune to fire and poisons.
A: 1d20 + 2 ⇒ (20) + 2 = 22
Leo Blue: 1d20 + 4 ⇒ (19) + 4 = 23
Leo Red: 1d20 + 4 ⇒ (15) + 4 = 19
Artemus: 1d20 + 6 ⇒ (19) + 6 = 25
Faeros: 1d20 + 9 ⇒ (16) + 9 = 25
Nilfyr: 1d20 + 3 ⇒ (4) + 3 = 7
Thunderstealer: 1d20 ⇒ 14
Init Order (bold = up)
Faeros
Artemus
Cat Blue
Hooded thing
Cat Red
Thunderstealer/Belcher
Nilfyr
Map updated!

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When Thunderstealer grows claws, Faeros casts bless. And asks whether Artemis is able to cast haste.
Faeros studies the div and tries to discern information about it.
knowledge planes: 1d20 + 5 + 3 + 2 ⇒ (6) + 5 + 3 + 2 = 16
Anybody know what this thing is?
Faeros fires 1 normal arrows at the creature. (Edited - forgot study target was a move and tried to make a full attack)
(bless, divine favor, studied target, deadly aim, point blank shot, I am not accounting for cover on my end. If flat footed then sneak attack 1d6.)
Attack1: 1d20 + 10 + 1 + 3 + 2 - 2 + 1 ⇒ (2) + 10 + 1 + 3 + 2 - 2 + 1 = 171d8 + 1d6 + 3 + 3 + 2 + 4 + 1 ⇒ (5) + (2) + 3 + 3 + 2 + 4 + 1 = 20
If haste, then add 1 to the above attack roll.

GM BPChocobo TK2 |

Sorry for the lack of updates; busy day today. I'll bot Artemus with a customary haste, too, tomorrow.

GM BPChocobo TK2 |

Artemus nods at Faeros' request and quickens the party's actions.
Artemus tries a new trick and summons a holy badger to combat the fiendish cats!
Raging Badger Bite @ Red: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage on hit: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Raging Badger Claw @ Red: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage on hit: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Raging Badger Claw @ Red: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage on hit: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Between Faeros' arrow and Artemus' badger, the two liepards disappear!
Concentration: 1d20 + 10 ⇒ (4) + 10 = 14
The figure behind the column tries to cast a spell... but fails it!
No spellcraft to identify since LoS is blocked.
Init Order (bold = up)
Group buffs: haste, prot vs evil
Faeros
Artemus
Badger
Hooded thing
Thunderstealer (feral)
Belcher
Nilfyr (divine favor)

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Thunderstealer and Belcher close in and attack!
Bless, Haste, Flank, (power attack)
Thunderstealer Bite: 1d20 + 7 + 1 + 1 + 2 ⇒ (18) + 7 + 1 + 1 + 2 = 29 for Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Bless, Haste, Flank, (power attack)
Belcher Talon: 1d20 + 8 + 1 + 1 + 2 ⇒ (5) + 8 + 1 + 1 + 2 = 17 for Damage: 1d6 + 8 ⇒ (2) + 8 = 10

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Faeros moves and takes a single shot
(haste, study, bless, divine favor, point blank shot, coordinated shot, deadly aim)
arrow: 1d20 + 10 + 1 + 2 + 1 + 3 + 1 + 2 - 2 ⇒ (9) + 10 + 1 + 2 + 1 + 3 + 1 + 2 - 2 = 271d8 + 3 + 2 + 3 + 1 + 4 ⇒ (5) + 3 + 2 + 3 + 1 + 4 = 18

GM BPChocobo TK2 |

Too busy to check up on the numbers, but Belcher misses; Faeros and Thunderstealer hit, although not all of the damage went through... Artemus and Nilfyr!

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Nilfyr moves forward and attempts to trip the hooded figure.
Move action: As indicated on map
Standard action: Trip hooded figure
Trip (+1 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Divine Favor, Haste): 1d20 + 10 + 4 + 2 + 2 + 1 ⇒ (4) + 10 + 4 + 2 + 2 + 1 = 23
AoO (if needed) (+1 Adamantine Fauchard (2H), Power Attack, Divine Favor, Haste): 1d20 + 10 - 2 + 2 + 1 ⇒ (16) + 10 - 2 + 2 + 1 = 27
Damage (+1 Adamantine Fauchard (2H), Power Attack, Divine Favor): 1d10 + 7 + 6 + 2 ⇒ (10) + 7 + 6 + 2 = 25

GM BPChocobo TK2 |

@Nilfyr, I moved you since even with haste for 60' movement, the fountain is a large object blocking so you can't move through it, debatable as a difficult terrain for movement, so you'd have to use one of your blessings. Also, don't forget your 1 negative levelHowever, in the other location, even with partial cover, it's not going to be good for the enemy :)
Nilfyr moves into position after Faeros, Thunderstealer, and Belcher rip into the strange outsider. The Desnan's combo is still effective and hooded figure goes down and is nearly defeated by the attack, but the badger finishes it off with a flurry of claws and teeth!
Combat over.
Looking over the alien being, a handful of yellow topazes are found.
Each topaz is worth about 200gp.
The party, making quick work of the enemy here, goes to the next and last! door.
The sound of someone chipping away rock can be heard.
The party, still buffed from everything but the haste, opens the door!
Parts of this chamber look like they were recently excavated. To the southeast, a curving cylinder of green crystal—part of the Emerald Spire—fills a quarter of the room.
A small creature, with a bulbous head takes a pick to the back of the room, chipping away at the stone. Next to it are a pair of sacks. Although the sound of the door opening is audible enough that it should have heard you, if it did, it seems to ignore your entrance.
This is a pech, an earthen fey. They have light blindness, and like other fey, require cold iron to harm them. They have some resistance to magic, but like earth elementals, fight foes better on earth. They are surprisingly strong for their small size, and can work with stone innately, shaping it or even communing with the earth itself.

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Faeros examines the creature as he steps into the room (studied target)
planes: 1d20 + 10 ⇒ (15) + 10 = 25
This is a Pech. They are a fey from the Terran realm. Be careful of its surprising strength and ability to manipulate the earth. Use cold iron to damage it. Artemis can you speak with it in its elemental language?
Faeros knocks an arrow and prepares to fire should negotiations take a bad turn.

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Appraise: 1d20 + 1 ⇒ (5) + 1 = 6
"Do any of you speak its language? If it is a blameless inhabitant of this area, we could release it and move on."

GM BPChocobo TK2 |

"I can speak your tongue, but I am busy.", speaks the pech, busy chipping away at the stone.

GM BPChocobo TK2 |

"But Gundrun's work is not finished!", Gundrun shocked at the news. She pauses for a second, then continues chipping away. "Gundrun finish what Gundrun started. Another servant of the Great Master in the Deep will want them."

GM BPChocobo TK2 |

Actually, that is last room!
Figuring Gundrun is harmless if left alone, the party realizes that they have taken care of the threats on this floor. At least, having a minotaur not want to kill you is a bit of a sobering thought. But what were those outsiders that ripped apart the other emerald automatons? And what of the troglodyte threat that Klarkosh mentioned in his notes. We'll find out next time, on Emerald Spire: Z!
Congrats :) I'll work on chronicles, but may take until Friday for them to come out. Also, as noted before, this will be for full credit!

GM BPChocobo TK2 |

Sorry for the delay starting this! Between the vacation, getting sick at the end of the vacation, then catching up on stuff, I am now ready to get started!
So, to save trouble for asking for Day Jobs later and having to rush, I'll be smart and ask that you roll your Day Jobs for the 7th floor now. If you have a reroll and haven't used it, then you can use your reroll for the Day Job at the end of the scenario.
The party takes a few days to rest, giving Nilfyr time to fully recover from his death experience. Likewise, Jharun is making a speedy recovery himself and is grateful for the Hellknight presence for once.
Please note any purchases/upgrades made so that I am at least aware of it, especially since it looks like not everyone has levelled up yet!
Unlike other times, there is no missive or directive to see one of the Hellknight leaders.
Stronger and more experienced, the party prepares and makes their way back down to the Spire. This time, with four spire transport tokens in the party's possession and the rune for level 6 at hand, it is a far quicker journey to prepare for the next floor.
Some simple lever presses leaves brings the party back to the path to the next floor. Curiously, the pech is still chipping away in the unfinished room, a small pile of crystals at her feet. Leaving her be, the party begins their descent...

GM BPChocobo TK2 |

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.
The phrase on the racks read, Offer prayer to Kro'akoth the Awaker, scaled brethren, and be welcome here.
Map updated!

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It appears that Artemus has recruited a new member for the party. When you next see the arcanist his owl is gone and in its customary place is a tiny but beautiful woman who greets each of you with an encouraging word and an small but bright smile. She wears a gossamer gown and carries an extremely tiny harp in one hand and holds a normal sized wand in the other.
Both Art and Lyr call forth Dancing Lights and Lyr enjoys darting her lgihts about the hall and around any other light sources. As the party descends Art begins to cast some buff spells at the first signs of battle (mage armor on himself, Lyr, Thunderstealer and his animal companion.) This does not bode well. he comments as he completes his castings and puts his wand away. As the group advances into the room Art notes the writing and tries to read it.
Linguistics: 1d20 + 13 ⇒ (13) + 13 = 26
After a moment he offers Hmm. It seems to say "Offer prayer to Kro'akoth the Awaker, scaled brethren, and be welcome here."
Knowledge Religion, Kro'akoth the Awaker: 1d20 + 10 ⇒ (12) + 10 = 22

GM BPChocobo TK2 |

Kro'akoth, the Awaker, is a nascent demon lord also known as the Fire Serpent. He was a fierce general in the armies of the Abyss, but turned into a mild deific power after seeing her gnoll followers charge towards certain death in the name of Lamashtu. First worshiped by the troglodyte legions under his command, he has since south out forgotten mortal cults and those who lost or never had gods in the first place. He reigns over a network of such cults with few of them ever realizing that their particular worship is all going to the same demon lord.
His domains are Chaos, Evil, Fire, and Trickery, favored weapon is the falchion, alignment CE, and his unholy symbol is the flaming head of a serpent, usually made out of copper or red clay.
Artemus looks over the display, of 6 candle racks each with 11 candles, noting what he can about the name on the plate.

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Religion: 1d20 + 8 ⇒ (18) + 8 = 26
Expect troglodytes or serpent-people ahead. Any precautions against poison may be worthwhile as well!
Are we doing any group buffs this time?