Razorhorn

Emerald Duck's page

3 posts. Alias of Auron.


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I started the emerald spire this past weekend and managed to introduce the players to the town and get through the Tower Ruins Level.

To help the players move around the town and keep track of memorable events i printed out Fort Inevitable & Emerald Spire Location cards

At this stage I've only noted major NPC the players have met but as events unfold they'll be recorded too as will the NPCs attitude towards the players (From Hostile to Friendly).

In the folder is an editable open office version and a ready to print pdf


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27th Erastal
44 Days until destruction

Despite attempts to approach quietly, the goblins were alert to their presence.

Upon reaching the tower ruins a lone goblin commando drew the 4 into an ambush while his companion raised the general alarm.

The tide soon turned to the heroes favor as they dispatched the goblins and the returned commando.

Aselia moved to deal with the remaining goblin commando but was caught in the falling rocks trap which buried her and cut the party off from the chamber where the goblin remained.

The party pocked the potion of cure moderate wounds from the commando they defeated and moved deeper into the ruins.

Through stealth and caution they managed to get a drop on the next goblin patrol. They killed one guard while she was putting food in her sleeping companion, and quickly and quietly dealt with the other.

A search of the room revealed a cramped secret passage hidden behind a canvas wall.

One by one they squeezed into the passage and were confronted by the commando they had faced earlier.

Realizing that they couldn't contribute in the cramped conditions Zetaya and Jarael retreated and left the fight to Rocky and Aselia.

Square by square the three fought down the corridor, with the commando retreating out of the reach of Aselia's trident and striking with his own horsechopper.

Eventually they made it to the chamber at the end of the passage way and no longer constrained by the rocky corridor the two quickly dealt with the commando.

Further in the ruins was the mess hall. The two goblins fighting over food were unaware of Jarael creeping up behind them until one sprouted a dagger through his throat.
After a frantic chase around a table the other goblin was captured. Realizing that neither they nor he spoke a common language, the heroes quickly put him to an end.

They made an attempt at stabplomacy in the ruins kitchen when faced with the goblin cleric and his patched automaton.

Even when pinned the cleric refused to order his automaton to back down. That is until Jarael stabbed him in the side.
They cleric quickly ordered a surrender but his continued refusal to serve them led to their end.

Despite being alerted to intruders, the panicked goblins defending the barracks didn't notice Jarael opening the door a crack and peering inside. The revelation of a door on the other side and their knowledge of the ruins layout led to a daring plan.

The party was split with Jarael and Zetaya remaining while Aselia and Rocky raced around to the other door.

*knock knock* "PIZZA."
The goblins couldn't understand the gravely voice but they know something was up.
Two took positions at the door while the third took up a sniper position behind a bed.
He was the first to die as Jarael and Zetaya crept in from the other door.

Rocky kicked open the door and Aselia lashed out with his trident, and the four heroes converged to put the remaining goblins to rest.

The heroes tried the split approach for the room in the centre, but while Rocky and Aselia faced two goblins and stairs leading deeper into the complex, Jarael and Zetaya opened their door to an empty room and stairs leading up.

Jarael and Zetaya raced around to the other door while Rocky bull-rushed a goblin and rode him down the stairs.

Aselia attempted to replicate this feat but ended eating stair instead.
Jarael came in and dispatched the downed goblin while Zetaya headed down the stairs after Rocky.

Meanwhile Rocky made it to the bottom of the stairs.
There waiting for him were two reanimated goblins zombies.
He led with a holy water then his fists.
He proved to quick for the shambling abominations, dispatching them double handedly before they could harm him.

The others met Rocky on the stairs as he was making his return. After a quick conference they agreed to check the upstairs room before continuing deeper.

Zetaya was the first to enter the upstairs room and froze as she encountered the goblin leader.
The bugbear Grulk had his bow drawn as a warning.
Rocky ignored his warning and charged. He ignored the arrow that landed in his side and attacked wih his stoney fists.
Jarael lept up onto the table to get around him and Zetaya did the same, her bombs ready to fly.
Grulk switched to his morningstar and dealt a terrible blow that threatened to put Rocky down, but the stubborn Oread held on.
A burning disarm from Aselia left Grulk weaponless and attacks from the others left him injured.
Unarmed and threatened, he did what any villain would do.
He turned and fled through his secret door and dropped 60 feet to the roof below.
He landed softly thanks to his ring of feather fall and ran for cover.

Aselia picked up Grulk's discarded longbow and took aim, but the arrow missed by a wide margin.
Grulk had escaped.

While victorious, Aselia and Rocky had both taken a beating. The heroes decided to grab the automaton's remains and take them back to the fort.

The sage Abernard was happy to purchase the oddity from them and got to work studying it.
Zetaya visited Kagnin at the Helmed Lady and shared the days experiences with great excitement, while Rocky and Aselia got some well deserved rest.

GM Notes:

As a party of native outsiders, the light limitations of this dungeon was a non issue for my players. Still, the initial encounter gave them a healthy dose of fear.
And Grulk escaped!!! I've never had a villain survive the initial encounter. I'm looking forward to his revenge.


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Four heroes travel to the river kingdoms on a quest to save their home. A cryptic clue leads them to the root of the emerald spire, but the clock is ticking...

26th Erastal
45 Days until destruction.

The four elemental heroes arrive in the town of Fort Inevitable.
Zetaya, the Ifirit Alchemist.
Rocky Krakoa Oread Brawler.
Aselia Undine Warpriest.
Jarael Killian "The Wind Wraith" Sylph Rogue.

They wasted little time gathering information about the spire.
Within an hour they learned about the Sage who had ventured into the spire and the Wizard who had lost two of her companions.

Rocky and Zetaya met with Illaria Starcloak, Elven wizard of the Starfire Order at the Juliver Arms. She told them about the two missing members of her order and filled them in on the unstable elemental portals in the region.

They gained the Missing Wizards and Portal Research quests.

Meanwhile Jarael and Aselia made contact with the retired Wizard Abernard Royst. He told them of his brief foray into the Emerald Spire and the Noqual Relic he found.
They managed to gain the Sage's Expedition and Noqual Relic quests.

The search for some divine insight led Jarael, Aselia and Rocky first to the Temple of Silence, and then to the Temple of the Golden Key where they learned of the undead plaguing the city an gained the Crowned Skull quest.

Meanwhile a bored Zetaya sought out anything of interest in the painfully lawful town and came across an abandoned house.
A few rocks through the windows attracted the attention of a few Hellknights and Zetaya made a quick retreat into the nearest building, The Helmed Lady taphouse.
There she became a captive audience of Kagnin Alemaster as she recalled the histories of the various trophies mounted on the wall.

Aselia left the others at the church to catch up with Zetaya, worried that the Alchemist might get into trouble with the Hellknights.
She found the Hellknights investigating an abandoned house and thought the worst.
A quick lie had the Hellknights chasing after some kids down the street while Aselia slipped into the house looking for Zetaya.

Zetaya couldn't be found, but Aselia did found signs of habitation. Something the Hellknights were most interested in when she reported it.

Later that afternoon the four heroes retired to Prancing Pony (Formally Red Shield Tavern) to plan for tomorrows expedition.

GM Notes:

This is the first day and first half of the inaugural session.
Disaster was averted when we convinced the bored alchemist out of game that burning down a house (even an abandoned one) would lead to trouble in the Hellknight dominated town.
It all worked out in the end because the player/character really took a liking to the owner of the Helmed Lady.

The warpriest made initial contact with the Hellknights, and this develops further. And his disruption of thieves guild safe house could lead to something interesting.