| DM Ranginui |
The Pathfinders take one of the recovered from Klarkosh's body and free the emaciated Jharun. After a bit of water and food, he is at least strong enough to take a spire token back to the surface.
"I will wait for you on the surface, my saviors. I'm sorry, I cannot help you as I am - please, be safe, and keep looking for Tiawask - she must be somewhere in the lower levels."
Only two rooms seem to remain - one hidden behind a secret door which proves to be a richly appointed bedroom. Within the personal belongings of the room are several items of note, including an ioun stone in the shape of a fiver pointed star which seems to allow magical disguise of ones seeming.
The last room seems to be a throne room of sorts for this kingdom in miniature. A quick glance inside the room reveals a large emblem made from hammered brass hanging on a intricate wall behind the chair, depicting an automation’s head between interlocking gears. The remaining walls are draped with bluecolored tapestries, except in the northeast corner, where a curving wall of green crystal intrudes into the chamber—the Emerald Spire. On the northern wall is a control panel with one black lever.
A pair of seven-foot tall automatons armed with polearms stand guard in the chamber. Eerie green light flickers in the joints of their armor.
The automatons only seem to move when you step inside the chamber; stepping back out, they halt immediately. In effect, you can take any preparations you want before entering the room - or ignore it altogether!
Torque the Lawbringer
|
"Guardians they are, but we must deal with them. Luckily we can prepare to face them."
Barkskin, Shield of Faith, and Wand of Divine Favor on myself before we go in. If anyone wants a Shield of Faith, I have an extra.
Nuria
|
You have to be able to cast it yourself though :) You would need something like a level of ranger to do that. Multiclassing has its own drawbacks though
Nuria shrugs and looks at the others. "Here dears... I can make you invisible for a little bit! That's about it."
Vanish for everyone!
| DM Ranginui |
Buffs inspire courage: +2 hit/dmg.
Nuria, James and Damien are up! Everyone can take a free attack/choose their initial positioning on account of invisibility.
Nuria
James
Damien
Automaton
Torque
Xenon
D: 1d20 + 1 ⇒ (15) + 1 = 16
J: 1d20 + 2 ⇒ (14) + 2 = 16
N: 1d20 + 11 ⇒ (18) + 11 = 29
T: 1d20 + 1 ⇒ (8) + 1 = 9
X: 1d20 + 5 ⇒ (3) + 5 = 8
A: 1d20 + 1 ⇒ (10) + 1 = 11
| DM Ranginui |
Ah, good point; getting ahead of myself here. Updated Tektite's map (top of page) to reflect the current reality.
James Shieldworn
|
Changing my delay because there's a place for me to move.
James moves into the room, staying back and moving to a corner that provides lanes for firing but allows the others to move in.
| DM Ranginui |
Given you're invisible, you can both move in and take a free shot before the constructs can act - hence the surprise attack.
James Shieldworn
|
James fires two arrows at the northernmost constructs.
Attack, PBS, RS, DA, IC: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Damage, if hits: 1d8 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Attack, PBS, RS, DA, IC: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Damage, if hits: 1d8 + 12 + 2 ⇒ (6) + 12 + 2 = 20
| DM Ranginui |
Don't forget, on account of plentiful vanishes you can all take a surprise round action before normal initiative begins.
| DM Ranginui |
James arrow solidy thwacks the creation of emerald and magic, but Damien's three scorching rays merely burn into the hanging tapestry behind the automatons. The arrow seems to do less damage then it would to a man - the emerald shells of the creations are tough indeed.
The creatures move to intercept the intruders. The begin to move past Torque, bu stop to focus on the holy half-once he strikes.
Torque: You can take an AOO
James: you only get a single action in a surprise round. Rapid fire is a full round. I can use your 2nd roll for your first attack this round though :)
Damien: you can add inspire courage to "ray" spell to hits and damage.
Buffs inspire courage: +2 hit/dmg.
Party up!
Nuria
James 3 pts
Damien
Automaton
Torque
Xenon
Torque the Lawbringer
|
AOO, Divine Favor, Inspire: 1d20 + 8 + 2 + 2 ⇒ (4) + 8 + 2 + 2 = 16
1d12 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
After taking an opportunistic swing, Torque swings again at his target.
Divine Favor, Inspire, PA: 1d20 + 8 + 2 + 2 - 1 ⇒ (4) + 8 + 2 + 2 - 1 = 15
1d12 + 7 + 2 + 2 + 3 ⇒ (8) + 7 + 2 + 2 + 3 = 22
Damien Tyrith
|
Damien attempts to repeat his spell with better results this time.
Scorching Ray 1d20 + 5 ⇒ (9) + 5 = 14 (inspired, touch)
Damage 4d6 + 2 ⇒ (3, 2, 6, 5) + 2 = 18 (inspired)
Yeah I missed the inspire bonus before, thanks for the catch.
| DM Ranginui |
Whoops, bad guys forgot to take their attacks. That's what I get for posting when sleepy
The two constructs swing swords at the half-orc, as well as using their very body as a weapon. All of their attacks miss the well-armored orcs, however.
One of Torques strikes lands, his invisibility giving him an edge. The second swing, however, misses.
Damien's scorching ray burns away at the emerald skin of the automatons. Strange tubes and gears hand from the heavily damaged construct - and it begins sparking deadly electricity around it.
Anyone next to the construct is at risk of being hurt. Roll a DC 12 reflex or take 1d10 electricity, a save negates. I rolled for Torque this round, and he dodged.
Buffs inspire courage: +2 hit/dmg.
James is up!
Nuria
James 3 pts
Damien
Automaton 1: 44 (the one to the west of Torque)
Torque (flanked)
Xenon
longsword: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22
sword: 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
slam: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
slam: 1d4 + 4 ⇒ (4) + 4 = 8
longsword: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
sword: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
1d20 + 6 ⇒ (13) + 6 = 19
Nuria
|
Nuria hurries up to rend aid to Torque, making a desperate stab at one of the creatures harassing him.
1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
1d6 - 1 + 2 ⇒ (3) - 1 + 2 = 4
Her weak physique does her no favors, though, and she fails to pierce the creatures emerald armor.
| DM Ranginui |
the previous arrow hits then
With a crash one of the constructs explodes in a shower of sparks!
The one to the east of torques, lets say
Xenon B. Hershelbarr
|
Despite the danger, Xenon goes in for the flanking attack with his pick!
pick: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d6 + 3 ⇒ (1) + 3 = 4
ref if needed: 1d20 + 9 ⇒ (2) + 9 = 11
-Posted with Wayfinder
| DM Ranginui |
Back from vacation! Not quite caught up on sleep.
Xenon's strike is just as able as Nuria's - and just as ineffective, failing to penetrate the emerald cladding of the creation.
With single-minded determination, the remaining automaton lashes out at Torque, striking with body and then stepping back to continue its assault with the guisarm. The guisarm catches the half orc in the throat and leaves him weezing, but misses the major arteries. 19 pts to torque
Buffs inspire courage: +2 hit/dmg.
Party up!
Nuria
James 3 pts
Damien
Automaton[/b] 2: no damage
Torque 19 pts
Xenon
1d20 + 8 ⇒ (20) + 8 = 28
2d4 + 13 ⇒ (2, 4) + 13 = 19
1d20 + 3 ⇒ (4) + 3 = 7
1d4 + 5 ⇒ (2) + 5 = 7
Confirm
1d20 + 8 ⇒ (14) + 8 = 22
2d4 + 13 ⇒ (3, 3) + 13 = 19
James Shieldworn
|
James looses another pair of arrows at the remaining automaton.
Attack, PBS, RS, DA, Inspire: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 Damage, if hits: 1d8 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Attack, PBS, RS, DA, Inspire: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Damage, if hits: 1d8 + 12 + 2 ⇒ (4) + 12 + 2 = 18
| DM Ranginui |
With a mighty smash and two deft arrows the last of the dangers of the Clockwork Maze are eliminated!
With poor Jharun still in poor health, it is a slow process returning to Fort Inevitable through the many waterways and winding paths that dot the River Kingdoms. It takes several days to reach your destination.
However, Iliara Starcloak of the Goldenfire wizards is quite grateful upon the groups return. She summons adepts to care for the wizard. "I assure you that your efforts here have not gone unnoticed" the commanding woman notes, a blonde haired dressed in a white wizard's grab with her namesake Starcloak. "We are considering allowing your Society lodgings here while they continue your explorations. I would only ask that you keep an eye out for our other missing wizard Tiawask, an illusionist of some moderate skill. Nethys only knows why she chose to continue down into the spire instead of waiting for rescue!"
I'll try and get chronicles out Saturday. Feel free to day job in the discussion thread and repost your PFS numbers. Let me know if you're going half.
Nuria
|
Nuria delivers some mixed news after meeting with Starcloak. She shares it over some wine at the local in - buying a round for all present first.
"Well, it has been fun friends, but it turns out my particular skills are needed by another team. I hear the Grand Lodge is sending out two folk to replace me - Morrolan de'Morcaine, a dwarf of some renown, and Melody Flaxseed from that famous clan of halflings! It will be wonderful! You'll have to tell me all about the rest of your adventures when you get back."
| DM Ranginui |
The next day a river barge makes its way up the West Sellen and pauses outside of Fort Inevitable to disgorge its cargo. Into the austere fortress come the next batch of hopefuls, exiles, and adventure-seekers from the outside world. With the dangers of the Echo Woods, some of them are doomed to never find their way home again from the wilds of the River Kingdoms.
Among the crowd are two Pathfinders. One is a wide-eyed, smiling halfling bearing a wooden holy symbol with a brightly colored songbird. The other is a dwarf, another holy man but of much sterner composure; he bears the symbol of a wing crossed with a sword upon his breast.
Melody Flaxseed
|
The young halfling girl hops through the crowd to find her fellow Pathfinders. "Hello and yes! Nice to meet you! I've actually been to the Spire before, although I haven't seen the most recent developments of the Society's work there. My name is Melody Flaxseed, by the way, daughter of Cassomir's Venture-Captain Trotter Flaxseed. Perhaps you've heard of him? Well, never mind."
Melody starts nervously checking the many scroll tubes on the belt holding up her light blue robe. "Yes, yes, I think I've got everything. I always try to think of every contingency. My father always says an ill-prepared adventurer never lives to an old age. Wise words, I say!"
Torque the Lawbringer
|
"No I have not heard of him. But he is right. Where is the rest of your group? You seem to be missing a few. Regulations call for a minimum of three agents you know. I am Torque, Bringer of Law."
James Shieldworn
|
James chuckles at Torque's comment and then says, "James Shieldworn, Fighter, and yes, I know, I am not carrying a shield.Family name and all, I took up the bow." he grins.
Or, we had so many melee folks it got too crowded.
Morrolan de'Morcaine
|
A grizzled dwarf approaches. With Ragathiel's favor I have arrived. I am given to understand Heroes are needed. I am called to help all to become the Hero within by word, by deed, and by example.
Then he stomps off to gather the rest of his gear.
Morrolan de'Morcaine
|
Morrolan stomp back carrying even more gear. Situation update. What has been the most troubling? Common types of opponents? Ghosts? Dragons? Assassins? Traps?
Basically he is trying to determine if he needs to buy any further special equipment or anythings special he needs to do to get ready.
Melody Flaxseed
|
"Hmm, well I suppose my philosophy of trying to be prepared for almost every situation might come in handy then. At least I hope so. Let's get going then, I'm anxious to leap back in! It's been ever so long since I've been to the Spire!"
| DM Ranginui |
The Pathfinders return to the depths of the spire - to the seventh level. The scene that greets them as they enter is not encouraging.
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.
A passage leads west from this room - an exotic design, it is noticeable for having rounded walls with a solid looking wooden door.
Melody Flaxseed
|
Melody takes a look at the ugly writing and takes out a wand to cast on herself. (wand of comprehend languages.) She then reads out, "It says Offer prayer to Kro’akoth the Awakener, scaled brethren, and be welcome here. I don't recognize the name immediately, but it must be the god of demigod of one of the serpent races. Hopefully they're friendly...."
Knowledge (religion): 1d20 + 10 ⇒ (4) + 10 = 14
| DM Ranginui |
The name is too obscure for Melody, but doesn't sound like something from draconic or undercommon
Morrolan de'Morcaine
|
Hmm... Most of the serpent races and their gods are rather unpleasant. Let us see if this is one of the others.
knowledge religion: 1d20 + 7 ⇒ (12) + 7 = 19
knowledge local: 1d20 + 6 ⇒ (13) + 6 = 19
I don't mind taking point, but I'm about as quiet as a farm tractor. If we have a scout type, they may want to lead.