[PFS] DM Kaavek's The Emerald Spire (Inactive)

Game Master Kaavek

This is a private game.



The five-towered fortress of Skyreach, reaching toward the heavens above the city of Absalom, is the heart of the Pathfinder Society. Here the Decemvirate rules and make its rare pronouncements beneath the enchanted skylights of the Great Hall in the central tower, and both resident and visiting Pathfinders sequester themselves in cozy lounges to study, socialize, and plot future missions.

In a dimly lit sitting room, in a guest house far from the Great Hall, Paracountess Zarta Dralneen has requested the most mysterious of meetings. She requested that you come at night, alone, and to make sure that no one followed you from the Skyreach gate to the abandoned guest house. You walked through the harsh, cold rain until you got to the door. Inside, you found a few other agents, all fresh out of the academy, just like you. All seemingly awaiting the arrival of the Paracountess...

Grand Lodge

Male Half-Orc Barbarian Mooncursed 1 | HP 15/15 | AC 12, Touch 9, Flat 12 | Fort +4, Ref -1, Will +0 | Init +0 | Perc +0 |Rage 6/6

Entering the guesthouse, Vrorg shakes his head, trying to dry it, not dissimilar to that of an animal.

Vrorg then drags one of the wooden chairs that are scattered around the wooden table towards the wall to the left of the door and sits down, glaring at the other agents in the room, as if weighing them up.

Perception: 1d20 + 0 ⇒ (20) + 0 = 20

Dark Archive

Male Sylph Witch 1 | HP 8 | AC 13 | T 13 | FF 10 | Fort+0 | Ref+0 | Will+2 | Init+3 | Percep+2

From the darkest corner of the room, a figure in black ragged cloth pulls his seat closer to the table, tugging back his hood to reveal himself a sylph. With willowy, porcelain features and thick white hair. Kalundel then crosses his arms, and rests them on the table's surface.

Looking closer Vrorg notices Kalundel's eyes flash an iridescent blue as they catch the light and markings about his skin that radiate a similar hue. Though his cloak looks ragged, you can see this person is well equipped with bags, small pouches and a healer's kit.

With a hesitant inquisitiveness Kalundel speaks. So I'm guessing we're all here at the whim of the Paracountess? Would anyone care to enlighten upon the secrecy?

Grand Lodge

Female Human Rogue 1 | HP 9 | AC:17 T:14 FF:13 | Fort+1 Ref+6 Will+1 | Init+4 | Percep+1

Ida enters the guest house, closing the door behind her. Wearing a dark brown coat soaked through. Ida walks towards the other agents, removing her hood to reveal shoulder length silver hair, half tied in pony tail. She scans the agents with her green eyes while finding a chair and sitting with the other agents.

With a smile Ida address' the other agents I'm sure we are all in the dark about what this is about. I'm Ida Daggerbreath, let's solve this mystery of who we all are.

Ida looks directly at Vrorg, addressing him How about starting with you, big boy.

Grand Lodge

Male Half-Orc Barbarian Mooncursed 1 | HP 15/15 | AC 12, Touch 9, Flat 12 | Fort +4, Ref -1, Will +0 | Init +0 | Perc +0 |Rage 6/6

Vrorg grunts in response I am Vrorg

Grand Lodge

Male Dwarven Monk Drunken Master 1 | HP 10/10 | AC 14, Touch 14, Flat 11 | Fort +3, Ref +4, Will +3 | Init +2 | Perc +5 | Rage 6/6

The door opens again and a ginger Dwarf bounds through and across the room, careening off a corner of the table and landing on his back. He is naked besides a small leather pouch tied around an ankle.

Hic! Beleram, in like a fox. Beleram exchanges looks around the room. Am I early or late? Hic.

Grand Lodge

Male Dwarven Monk Drunken Master 1 | HP 10/10 | AC 14, Touch 14, Flat 11 | Fort +3, Ref +4, Will +3 | Init +2 | Perc +5 | Rage 6/6

Beleram gets to his feet, swipes the tablecloth from the table and fixes it around his waist.


The room you stand in is well kept but not overly fancy. There's some basic furniture - a couple of couches, two arm chairs and a table. There's a bookshelf against the far wall with some copies of the Pathfinder Chronicles, an archway on the wall to the right of the door leads through into a short hallway, and the rest of the guest house.


No sooner does Beleram finish donning the tablecloth, than the door to the cabin swings open once again. From out of the darkness, Zarta Dralneen, a stern faced woman with pale skin and jet black hair, steps inside. She takes off a water-soaked cloak and sweeps the room with a critical gaze. The head of the newly-formed Dark Archive stands before you. She clears her throat with a quick cough, and then addresses you in a formal tone.​

“Pathfinders. I am sure you are all very curious as to why you have been called here, so I won't bore you with any pleasantries. Over the past few weeks, we have received some very interesting rumours. The Pathfinder Society is not exactly fond of believing random rumours that come our way, but now multiple sources have approached us with suspiciously similar information. These stories come from up north in the River Kingdoms, near Fort Inevitable on the borders of Echo Wood.”

​“There are rumors of unexplored Azlanti ruins, deep within the forest. The people have taken to calling the ruins ‘The Emerald Spire’, due to the unusual coloration of their walls.”
Zarta pauses, before continuing in a hushed voice.
“If the ruins are anything like the other old Azlanti fortresses in the area, they no doubt contains a wealth of secrets beneath them, waiting to be uncovered. I don’t know exactly what you’ll find in the Spire, but there are rumors that things both dark and dangerous have escaped its depths before. Securing the old ruin and finding an access point to the lower levels is your first priority. We might even scoop up some gratitude from the River Kingdoms in the process.”
The paracountess makes a small sound that could almost pass for a chuckle, if it were a little less cold. This momentary lapse in formality is quickly glossed over as she resumes her curt persona.
​“You are going to be our forward sentries into this Emerald Spire. As such, the burden of first contact with the local authorities falls on you. Local law has been surprisingly complicit, helpful even, toward adventuring types in the past, provided the right channels are opened first. So while I don’t expect you to relish the task, before we can begin our survey of the Spire you’ll have to meet with Lady Commander Audara Drovust, a paralictor in the Hellknight Order of the Pike. She runs the show at Fort Inevitable and we’ll need to keep her happy if we decide to send more Pathfinders to her doorstep. Obtain a letter of warrant from her and then complete a survey of the ruins surrounding the Emerald Spire. We need the area to serve as our base of operations if we choose to delve further. Make yourselves ready Pathfinders, then be on your way to the River Kingdoms.”

Knowledge (History) DC 10:

Fort Inevitable was founded on the village once known as Southwood. After goblins of the Kingdom of Zog were driven off the land 400 years ago, the village of Southwood was established. The village was under constant attacks by bandits until 4681 when a Hellknight decided to protect the village and basically eradicate banditry.

Knowledge (History) DC 15:

Fort Inevitable was built later by the Hellknights of the Order of the Pike. They have ruled the area with an iron fist for years. Any form of banditry is grounds for arrest, and they maintain a long list of “wanted” or suspected criminals. At a given time, there are around 60 hellknights stationed at Fort Inevitable. There is no difference there between martial law and civil authority. There is a strict curfew, 2 hours after sunset.

Knowledge (History) DC 20:

Nhur Athemon, a powerful wizard of Azlanti descent once made the Emerald Spire his home. When Azlanti justice pursued him there, they rained destruction down upon him the likes of which Golarion seldom sees.

Knowledge (History) DC 25:

Evidence suggests that the spire was erected in Echo Wood long before Nhur Athemon settled into it. The original builders are unknown.

~~~

Knowledge (Local) DC 10:

The Hellknights are divided into different orders that have different vows to fulfil. The Order of the Pike’s main goal is to eradicate monsters threatening human lands. Many members of the Order of the Pike served in the Mendevian Crusades in the Worldwound.

Knowledge (Local) DC 15:

The founder of Fort Inevitable was a Hellknight by the name of Emos Varden. Varden ruled the Fort until 5 years ago, when an assassin struck him down with a crossbow bolt. His second-in-command now rules in his stead, Lady Commander Audara Drovust. Although not malicious in nature, she truly believes that it is the right and duty of the strong to govern the weak and order their lives efficiently.

Knowledge (Local) DC 20:

Lady Commander Audara Drovust handled the assassination of the previous Hellknight Commander and founder of Fort Inevitable, Emos Varden, poorly in the eyes of the community. As a result, a resistance movement known as the Seven Foxes has begun to gain popularity within the walls of Fort Inevitable.

Knowledge (Local) DC 25:

People are warned from traveling too close to the Emerald Spire. The glen that surrounds it is said to manifest dangerous creatures and more than one traveler has gone missing while detouring to witness the ancient structure. A local goblin tribe, the Bloodbriars, have been silent of late. No one has boasted of their defeat, leading locals to wonder what could have happened to them.

Grand Lodge

Male Dwarven Monk Drunken Master 1 | HP 10/10 | AC 14, Touch 14, Flat 11 | Fort +3, Ref +4, Will +3 | Init +2 | Perc +5 | Rage 6/6

Woah there, lassy-whoever-you-are. You didn't mention nuthin' here or in the invitation about payments for our future services, and will there be any provisions for our party? Some of us might need some help in the equipment department. Beleram gestures at himself.

And does anyone know how far away this Emerald Spire is?


”Ah yes, your payment. The Society has already set aside enough coin to cover your starting salary. As such you can expect to receive a payment of two-thousand gold measures each for completing the survey of the ruins. Now, as I mentioned, as you will be operating from within Fort Inevitable you are required to obtain a letter of warrant from Lady Commander Drovust. This contract will require that you turn over thirty percent of your income to the Citadel. However, to compensate for this, the Dark Archive will front the cost of obtaining the Letter, as well as paying for your travel to Fort Inevitable.”
Zarta looks Beleram up and down, taking in his makeshift attire properly for the first time.
”If you need to equip yourself I suggest you head in to the city tomorrow morning. A carriage will be waiting for you outside at dawn to take you wherever you need. You will need to be at the docks by dusk though to board Porthmos’ Promise to Cassomir on the Taldane Coast. From there your journey will take you about a month longer as you travel up the Sellen into the River Kingdoms to the fort”.

Dark Archive

Male Sylph Witch 1 | HP 8 | AC 13 | T 13 | FF 10 | Fort+0 | Ref+0 | Will+2 | Init+3 | Percep+2

Coming to terms with the task purposed to himself and misfit companions to be, feelings of delight and curiosity orbit Kalundel's expression.

Paracountess, have there been any similarities between previously explored Azlanti ruins we should come to expect here.. Specifics that might prepare us for entering this one? Do you also know more on the origin of these rumours telling of beasts to have escaped the Spire's depths and what they might refer to?

Grand Lodge

Female Human Rogue 1 | HP 9 | AC:17 T:14 FF:13 | Fort+1 Ref+6 Will+1 | Init+4 | Percep+1

Ida doesn't move from her chair.
As long as we are getting paid, any word on goblin tribes in the area? or The Seven Foxes?

She looks around the room
Did you bring anything to drink?


Zarta adopts a grave expression at the mention of The Seven Foxes.
”Do not concern yourself with the petty politics of Fort Inevitable. Lady Commander Drovust is in charge now and we should hope that it stays that way. As inconvenient as it may be to have to abide by her rules, at least she seems somewhat open to the idea of us operating in the Echo Woods.”

Turning her attention to Kalundel she answers the witch’s question with little more enthusiasm. ”The rumours are still fresh to our ears down here in Absalom, but the local goblin tribe has indeed gone quiet, we can’t be sure if some creature or creation from the depths of the Spire dungeons has something to do with it. Whether or not this ruin is similar to those nearby is for you to determine. If you wish to brush up on your Azlanti history perhaps take a look at the books in the shelf behind you. You’ll have plenty of reading time on the journey north.”

Dark Archive

Male Sylph Witch 1 | HP 8 | AC 13 | T 13 | FF 10 | Fort+0 | Ref+0 | Will+2 | Init+3 | Percep+2

Kalundel bows his head in appreciation and turns to peruse the books.

Grand Lodge

Male Half-Orc Barbarian Mooncursed 1 | HP 15/15 | AC 12, Touch 9, Flat 12 | Fort +4, Ref -1, Will +0 | Init +0 | Perc +0 |Rage 6/6

"It is not difficult to clear a goblin tribe. I only took this job because you said that there would be worthy foes."

Vrorg snarls as he says "Um lat have liun avo alnej gru, jiak liwo baavhe mausan sapat shal your gijak"

Orcish:

If you have lied to me woman, I will bathe my axe in your blood

Vrorg glances at Ida, reaching behind his back.
"Knock yourself out"
Vrorg lobs a skin filled with some kind of liquid to her.


"Lat ukhould graaveful avo baavavle anausan armauk wiavh avhaav amounav ro diukcipline. Jiak'm ukurpriukun lat graduaavun Avhe Academy!" Zarta says, dryly.

Orcish:
"You should be grateful to face any foe with that level of discipline. I'm surprised you even graduated the academy!"

Ignoring the tension building between Zarta and Vrorg, Kalundel finds a substantial collection of Chronicles documenting the town of Thornkeep and the adventures which took place therein. Tucking them away to peruse over the following month.

Pathfinder Chronicle: Thornkeep - A Historical Overview:

The small town of Thornkeep is located within the Echo Wood of the northwestern River Kingdoms, about 10 miles east of the West Sellen River and 100 miles northwest of Daggermark at the junction of the Mosswater, Dagger, and Forest roads. Its reputation as a rowdy and dangerous settlement draws unscrupulous adventurers, bandits, and entrepreneurs for many types of illicit trade.
The first structures on the town's site date back more than 10,000 years, to Azlanti outcasts who built and briefly, held a secret stronghold. It remained unsettled until the goblin Kingdom of Zog established the area as their heartland around 4071 AR, where they raided surrounding settlements until being driven out by Tarwynna of Tymon and a plague of Yellowtongue Sickness.
An ambitious Ustalavic noble by the name of Antun Druscor founded modern Thornkeep in 4415 AR, and his family line maintained rule until Narman Druscor was usurped by rogue Mendevian Crusader Sir Jaroom Eliron in 4625 AR. Eliron was soon killed, starting an ongoing, bloody tumult of rulership that continues to this day.
Thornkeep struggled for decades, including the near-destruction of the town by eight treants in retaliation to Baroness Trudor Baselkelt's provocations, until the razing of nearby Mosswater by mutated merrows in 4664 AR. Its refugees flocked to Thornkeep with an influx of money, and combined with the town's recent use as a base for brigands and trading post for outlaws and barbarians, the town has entered a period of booming fortunes despite the tumult.

Pathfinder Chronicle: Thornkeep - The Accursed Halls:

Buried far beneath the Druscor Keep, lie strange passages and chambers that once belonged to a cruel Azlanti wizard of eons past. Goblins have begun excavating the so-called ‘Accursed Halls’ in the hopes of finding a lost goblin artifact. However, their constant battles with the undead that haunt these corridors have left them blind to the dungeon’s other myriad wonders...

Pathfinder Chronicle: Thornkeep - The Forgotten Laboratory:

The goblins of the dungeon's upper level took more than one trinket from the ancient laboratory that dwells beneath them. The wizard, Nhur Athemon, that created these items also performed dangerous experiments, many of which have continued out of control in the years since his passing. Stranger still, it would appear that someone is still using the ancient equipment here with sinister results...

Pathfinder Chronicle: Thornkeep - The Enigma Vaults:

In ages past, the mad wizard, Nhur Athemon, who dwelt in these halls collected many strange items in his travels—and the strangest of those he put on display here, in a museum-like complex he called the Enigma Vaults. When a group of thieves made their way into the vaults in hopes of a huge payday, they released something far beyond their capacity to control, and now they serve as the thralls of a sinister influence from a dark and distant world...

Pathfinder Chronicle: Thornkeep - Sanctum of a Lost Age:

Scholars claim the dungeons below Thornkeep were built by the Ancient Azlanti, but how do they know, really? If Rozimus of Tymon speaks true, one level of Thornkeep’s dungeon holds survivors of that long-dead empire eager to return to the world and share the lore of their glorious age. They’re not undead, Rozimus claims, or illusory phantoms, but truly living and breathing High Azlanti! But why does Rozimus know so much about them, and why is he so eager to return to the dungeon he claims almost killed him 5 years ago?

Pathfinder Chronicle: Thornkeep - A Dark Menagerie:

In life, the wizard who ruled this realm kept many trophies, mementos, and even captured pets from his journeys, both to entertain his dark sensibilities and to cow his business associates and coerced allies. Now, kept alive all these years via stasis-inducing magic that's recently failed, the unfettered beasts of his magical menagerie run amok...

"Tomorrow. Porthmos’ Promise sails at dusk. Be on that boat."
With that, the Paracountess dons her cloak and makes a swift exit.

As the evening drifts on, the new companions continue to get to know each other, and finally retire to bed, finding they are able to sleep quite well to the sound of rain lashing the tiled roof, despite the excitement of the journey ahead.

Awaking at dawn, the group do indeed find a carriage awaiting them to take them into the city. Breathing in the crisp morning air, they make their plans for their last day in Absalom...

Grand Lodge

Male Half-Orc Barbarian Mooncursed 1 | HP 15/15 | AC 12, Touch 9, Flat 12 | Fort +4, Ref -1, Will +0 | Init +0 | Perc +0 |Rage 6/6

Drop me off at the nearest inn, and pick me up when you're done

Dark Archive

Male Sylph Witch 1 | HP 8 | AC 13 | T 13 | FF 10 | Fort+0 | Ref+0 | Will+2 | Init+3 | Percep+2

Kalundel rummages through his bags until he is satisfied all is in order and visibly relaxes.

If I could be dropped by the library to collect myself and go through some of these chronicles.

Grand Lodge

Female Human Rogue 1 | HP 9 | AC:17 T:14 FF:13 | Fort+1 Ref+6 Will+1 | Init+4 | Percep+1

The inn for me, collect me when you are all ready to go

Grand Lodge

Male Half-Orc Barbarian Mooncursed 1 | HP 15/15 | AC 12, Touch 9, Flat 12 | Fort +4, Ref -1, Will +0 | Init +0 | Perc +0 |Rage 6/6

First round's on you, Daggerbreath

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