Harsk

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145 posts. Alias of SparkyDarren.


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Fate, Chance and Destiny:

House of Six Nails (3)

Aloniori:

As you scan the entirety of the workshop you don't reveal any sign of a magical aura.

As if coordinated with Drakan’s declaration, Ektar’s head pokes into the doorway. ” Well then, it appears my timing is bang on; I was just coming to check in and see how you were making out.” Opening the door and stepping back, your guide directs you to the barn before closing the door behind you and inserting his key to re-secure the lock.

CRASH! Metal on stone. The sound seems to have originated from somewhere inside the barn which you are heading toward. The clang rings out across the property, eventually being cut off by the rancher’s knowing complaint. ” Here we go, that’ll just be where it starts.”

Ektar takes you from the south-facing door of the workshop to the double doors in the northwest face of the barn. ” As you probably noticed from outside, this is a three-sectioned building but inside it is continuous through to the doors leading to the pen outside.” Again holding the door for you to enter Ektar takes a permanent-looking stance outside the building.

You enter the barn and let your eyes adjust a moment as you take in your surroundings. Although designed for housing and training horses, the stable itself has been partly renovated. Many of its inner walls are knocked out while the columns remain, creating a more open space for augdunars to shelter in small groups when they’re not grazing outside Highhelm. The ground floor has over a foot of compacted soil sitting atop the cavern’s stone, scattered with straw and droppings the exhausted Ektar hasn’t cleaned up yet. A few small traps for catching pests are set along the periphery. Several augdunar droppings are smeared near the ceiling at one end of the barn. At the other end, a hay loft creates a partial second floor, though the ladder that should access the loft was, as your host mentioned earlier, among the first casualties in any of the buildings.

The marching order is fully adjustable if you want something else.


Fate, Chance and Destiny:

Aloniori Seek (slashes): 1d20 + 5 ⇒ (18) + 5 = 23
Drakan, Seek (throughout): 1d20 + 6 ⇒ (19) + 6 = 25
Egon, Seek (lock): 1d20 + 6 ⇒ (9) + 6 = 15

House of Six Nails (2)

Aloniori spends significant effort looking at the slashes in the stool before coming to the conclusion that these were most definitely made by a small blade. As near as he can tell, none of the missing tools seem to fit the damages.

Returning from his search outside, Drakan goes through anything within his reach with meticulous attention to detail. Though his examination is thorough, no further clues are revealed.

It took Egon only a few moments to inspect the locking mechanism of the door, there wasn’t much to examine here and no new details were found. Ektar did have to use his key to let you guys in.


Fate, Chance and Destiny:

Draken PERC: 1d20 + 6 ⇒ (12) + 6 = 18

Drakan Blackforge wrote:

Was the door to the shed open when we approached? Does it have a means to lock it? Other than the door are there any other means of entering the shack? Including for tiny or small sized individuals.

Drakan steps outside to look for tracks around the shed.

The door has a standard keyed lock and it was locked when you arrived; Ektar unlocked it to let you guys in.

As you make a lap around the structure you are unable to find any signs of tracks or trespassing. Aside from the door you entered through there is only one other opening; the large double doors facing east. Approaching these doors, you can see they are closed and barred from the inside. The
only other conceivable opening could possibly be the chimney for the forge but that was currently filled with raw material and it was clearly not constructed to facilitate something going through in that direction.


Balor Blackforge wrote:

Are the slashes on the legs of the stool or the seat? Trying the determine the likely size of the one making the marks. Does the cuts in the stool look like an attempt to weaken it so that the stool would collapse when sat upon?

The damages to the stool are in the seat portion. As near as any of you can tell, the cut grooves don't resemble any form of writing, nor do they look like they were placed with much thought or intention in their specific placement.


Balor:

You subtly scrutinize the man, Ektar, as he speaks to both you and your companions. Though you don't think he is outright lying to you, you can't help but feel like something in his words just doesn't fit right..... a willful omission?


Fate, Chance and Destiny:

Balor, SM (vs DC 10): 1d20 + 6 ⇒ (10) + 6 = 16
Balor, Seek/Search (PERC vs DC 18): 1d20 + 6 ⇒ (2) + 6 = 8
Drakan, Seek/Search (PERC vs DC 18): 1d20 + 6 ⇒ (13) + 6 = 19
Aloniori, Seek/Search (PERC vs DC 18): 1d20 + 5 ⇒ (20) + 5 = 25
Egon, Seek/Search (PERC vs DC 18): 1d20 + 6 ⇒ (19) + 6 = 25

Maps
House of Six Nails (2)

Balor’s question catches Ektar’s attention as he releases the door to you but halts his departure. " As positive as I am that these ‘issues’ of mine are mine alone and did not plague the previous owner, Karya. Oddly, the whole of the clan had no trouble talking to me when I asked them for the loans but as soon as I started to gripe about my recent goings-on here…..” He leaves the building, the rest of his sentence trailing off into what sounds like the beginning of a dwarven grumbling session.

It only takes you a few minutes to search the entirety of the shop; it is small and seems orderly, aside from the newest disturbance, and there are enough of you to navigate the space quickly. Largely unchanged over Ektar’s tenure, this large shed houses various tools for grooming, cleaning, and feeding livestock. That includes a small furnace suitable for heating and shaping horseshoes, with a modest stockpile of coal and iron bars. Your search yields nothing in the way of secret doors or hidden items but you do notice several clear signs of damage that look fairly recent, recent enough not to have been cleaned up or disturbed yet.

The first thing you notice is a set of gashes in a stool, their shape and angle seem to show that someone struck it a few times with a small blade, leaving deep gouges that indicate considerable strength but little subtlety. Further into the shop, at the end of one of the benches, the spilled grain bags show signs of being slashed and then neatly overturned, again showing the culprit has considerable strength. Above the workstation, because their owner has a specific place marked on a shadow board, you find it easy to tell that a random assortment of tools were missing though not anything tied to a particular task or trade. The last oddity added to your list is that there are about a dozen iron bars jammed into the unlit furnace. Even without skill as a smith, you are certain that this is not how one approaches the art of blacksmithing.


Fate, Chance and Destiny:

MAP - House of Six Nails (1A)
MAP - House of Six Nails (1B)

Ektar clasps hands with the cleric, sealing the deal. '' Excellent, I appreciate that.” The rancher responds to the brothers first, Balor and then Drakan. ” Karya Tolphaga was the previous owner and, as far as she told me, had none of these issues. Since I took ownership there were some mishaps early on. Damage really got bad around three weeks ago, and nearly every day there’s some new misfortune. Honestly, it’s like the House of Six Nails refers to some Kuthite torment!” Ektar takes a pull of his ale before continuing. ” You’re welcome to talk to anyone you like, they won't talk to me. The whole of the clan helped me wrangle the gold for a down payment, but since then, they’ve shunned me like I’ve done something wrong.” Seeming to be anxious to switch topics, your host jumps to answering the next question in line. ” I agree that goblins would be unlikely and no, I’m not aware of any possible access under here.” Ektar stamps a foot on the ground, indicating what he meant by ‘here’. ” As you can see, it’s quite a ways to the neighbour’s houses from here, I’ve asked but no one else seems to be sharing these troubles.”

” Bottoms up and follow me!” Ektar waves you all to follow him as he leaves through the cabin's back door, digging out a specific key from his ring as he leads you. ” This way. I’ll show you the stable area, let you see the animals and answer the rest of your questions as we walk.” Once you’re all outside and following, Ektar resumes his response, this time directing his reply to Aloniori. ” Bleeding is a process of strengthening the mules for their workload in the upcoming season. In the winter months, a controlled amount of blood is removed from the animals, the process their body undergoes to replace the vital fluid is what fortifies them for the work to come. I referenced it only to mean that they were bled but not by enough to truly harm the animal. Instigation, not mutilation.”

’ As for your inquiry…” Ektar speaks to Egon, ” I haven’t really made any enemies around these parts. And as far as I know, I was one of the first people to make Karya an offer and she didn’t advertise the sale as a courtesy to me; to give me the time I needed to get the funds together.”

You are led to the smaller of two buildings in the yard, your host unlocks the door and sweeps an arm as he holds the door. '' Help yourself and take your time. It's a single room, about twenty feet square, shouldn’t have any trouble but if you do I’ll be just out here, feeding the animals in the pen. Once you've had a look in here I’ll take you to the barn.”

Ektar lets you hold the door for each other as he leaves you to your business and departs to tend to his own chores.


A grin and a nod mark Ektar’s agreement with Balor’s sentiments as the host lands four full mugs of ale on the table and whisks off to the kitchen. ” Be right back and we’ll get into that.”

As promised, Ektar returns quickly and has a plate of steaming flatbread, obviously freshly baked, in each hand. ” Coarse and tasty, true to ma’s recipe.” Your host takes a seat facing you all and begins by taking a deep breath. ” Bought this place from Karya Tolphaga—a legend among horse breeders, though she recently retired. Figured it was time for me to strike it rich with ranching augdunars. We Gelderon folks, we keep properties in the clan when we can, so she sold it to me at a fair price just a few months back. Good deal, right?” He half-heartedly fingers the foam at the top of his ale as he answers his own question. “ Phah! Been hell, it has! Someone’s been breaking fences, hiding tools, bleeding the mules, and making a right mess of things!” He looks about with a scowl and sniffs derisively. “Much as I’ve kept watch, I haven’t been able to catch the vandals in action. Tried calling in family to help, but they’ve all politely declined, like I’m some pariah. This needs proper investigation, and I have some funds set aside to make it worth your while.”

Ektar looks at you all expectantly, he comes across as honest and seems genuine in wanting an explanation of his mystery. ” What do you say? I need answers here, want to be the investigators to relieve me of my gold?”


Fate, Chance and Destiny:

Aloniori RK (crafting): 1d20 + 7 ⇒ (5) + 7 = 12

(Sorry Chris, missed this the first, and the second, time you posted it.)

Aloniori - Investigate:

You drop to the back of the line, as your companions file into Ektar's house, and take a bit of a look around at the exterior. Other than noting that the loose rocks by the broken fence could not have come from the fence itself, nothing immediately jumps out at you. While slightly rushed, as you are being mindful not to lag too far behind the others, you are not convinced that a longer look would yield anything further.


”...Oh for the sake of the gods! What kind of a vandal switches out the stones afterwards?!? None of these even fit!!” Seemingly only to take a breath, the squatting dwarf cuts himself short, stands, and wipes his hands down the front of his pant legs. ”And greetings to you!” The dark scowl caused by his previous endeavours vanishes immediately as he clasps Balor’s forearm in a proper greeting. ”I am the Ektar Beetsmith you seek, apologies for what you may have walked into the middle of there. I’ve slept poorly of late and this…” He swings a meaty hand in a gesture to indicate the broken portion of the fence. “... has me at the tipping point of my self control.’

Taking a deep breath, and seeming to collect himself as Balor’s words sink in, Ektar addresses you all. ” Where’s my manners? Please come in and sit while we talk. I am indeed looking for a hand and can at least offer you all an ale or two while I ask for it.” Ushering you all inside, and to the large circular table, the rancher begins to fill mugs from a tapped barrel. “Sit anywhere you like. Anybody have a request for something to drink that isn’t ale?”


You follow the blue-haired oread gnome up side roads, through merchant stores, down alleyways and across a small bridge. True to her word, though you nearly had to run to keep from being left behind, you arrive in about ten minutes; the stone ramp looms in front of you, spiralling up beyond what you can see from here. Ria takes your group up one revolution of the incline to give you a top-down view of the surrounding area. “ See? Right there.” Your guide points but you cannot be certain of what she is pointing at. Seeming to see what you assume to have been the look on your face, she frowns and then tries to explain in better detail. ” See the big grey one with the peaks in the roof and the small stone chimney there? The stable is in its shadow, right beside it on the far side.” The better directions help and, although you can’t see the building you’re looking for, you can see the ‘big grey one’ being referenced. You indicate your understanding to Ria and thank her for the help before wishing her well on her trip up to King’s Crown.

On your way now, your party returns to the main level and heads toward the peaked building as directed. Arriving where Ria’s directions lead, you can now see the Six Nails House. In the front of the property squats a dwarf, hunched over and spewing a string of curses a mile long. He seems to be working on repairing a broken portion of the fence using equal parts stone and profanity.


Happy to see the newly met companions are all agreeable to spending the day together, Ria picks up on Alon’s subtle queues and helps the newcomers out. ” The Six Nails House is just a little past where I'm going. I'm headed to King’s Crown from here, if you like I can take you as far as the ramp and point you the rest of the way before I go up. It’s a twenty-minute walk from here but only ten if I’m your guide.” Ria winks with a smile, pausing as she points to the far back corner of the room and finishes. ” I’m ready to go anytime, you all finish up your breakfast. I’ll be at that back table when you’re good to go.”


Ria nods to the wizard in appreciation for his easy dismissal of her embarrassment. ” I will manage to keep ‘an eye’ on you from afar but we probably won’t see much of each other before the festival. That being said, you can leave a message for me at any tavern in Highhelm and it won’t take long to find its way to me.”

With the wizard quickly preparing and departing for the library, their host speaks up before Aloniori is out of earshot. ” If you don’t already have anything pressing for the day, maybe you want to find The House of Six Nails, it is Ektar Beetsmith’s stable here in Stonebreach. While I haven’t talked to him myself, I understand he is having issues at the property and is specifically looking for non-locals to look into it. He is adamant that he wants an unbiased investigation.


” OK, let me start with some basics to get you all going around here. First of all, Highhelm is much bigger than it looks at first, there are four levels to this city, stacked one on top of another. The main level were on here, Stonebreach, is the largest of them all and in its center is a massive spiral ramp used to go both up and down to the other areas.”

" From here to the top are the main three levels that house most of Highhelm’s population. Going upward, you’ll first reach King’s Heart and if you keep on the ramp, further up you’ll find yourself in King’s Crown at the top. Of course, from here you could also go down one level to The Depths.” Ria takes a few minutes to expand on the contents and setting of each of the four levels, ensuring to cover each area you had asked her about; it seems she has a mind for details.

King’s Crown:

King’s Crown is its highest layer and holds the most people. Home to the upper levels of dwarven society, the King’s Crown includes the High King, government administrators, and the wealthiest merchants among its residents. Many artisans and skilled professionals who enjoy close proximity to the seat of power also live in this district. A small strip of King’s Crown runs along the outside of the mountain, but the majority is underground—though its opulent gardens might suggest otherwise. The architecture of King’s Crown is Highhelm’s finest, its ancient buildings continually updated in the most luxurious fashion.

King’s Heart:

King’s Heart occupies the center of Highhelm, both physically and metaphorically. A bustling hub of industry and craftsmanship, its residents maintain that “the Heart” is where the real work is done, and the streets somehow manage to be always noisy and crowded. As the industrial centre of Highhelm, King’s Heart is home to countless blacksmiths, metallurgists, gemologists, and stonemasons as well as bakers, brewers, and alchemists. The largest temple in Highhelm, the Forge of the Nine, holds a place of prominence, and its priests and theologians have considerable sway among the populace. The Endless Reservoir, a lake at the mountain’s heart augmented by excavation and planar magic, is perhaps the brightest spot here, its waters magnifying light from crystals both above and within its waters.

Stonebreach:

The lowest district, Stonebreach, is named for the only entrance to the city via the outside road. A haven for artists and hotheads, its residents see their level as an ever-changing blend of innovations from the surface and Highhelm traditions. More than the city’s other districts, those in Stonebreach welcome outsiders and so have a greater population of non-dwarves than other parts of the city. Stonebreach is also home to many who work in humble yet necessary professions, residents who take pride in their work but are defined by their interests. After work hours, Stonebreach labourers become performers, and Stonebreach cleaners lead forays into the mountain’s tunnels.

The Depths:

The Depths consist of a smattering of different tunnels and chambers scattered throughout Emperor’s Peak. Some of these tunnels form connections between the three main districts, but others are merely dead ends. The power structure of The Depths is a complex and ever-changing web. In parts of The Depths, an official presence makes them safe for travellers and tourists, including those looking to indulge in the area’s unique culture. Others are entirely outside the reach of law enforcement, and unwary visitors might suffer serious losses or injuries. The district’s proximity to natural caverns makes it a base for certain industries, including mining and various types of farming and raising livestock. These businesses tend to ignore any nearby criminal enterprises—a departure from the die-hard lawful orientation of the majority of the city. Beyond the protective arms of Highhelm’s settled regions and tunnels, The Depths can be a dangerous place. Criminals pose the least of a traveller's worries when the strange denizens of the Emperor’s Peak or the occasional creature from the Darklands freely roam the mountain’s winding passages.

Ria turns to Aloniori, ” Yes, I’m the one leaving notes on beds. I sincerely apologize for the unprofessional manner of gathering you all here but with the crazy preparations lately, people are getting thrown into all kinds of situations at the last minute, covering for other people in the same position, me included.” She giggles slightly, smiling ” Thanks for taking the chance on a cryptic message!”

Aloniori:

Obviously, no roll is needed but you couldn’t have known that till now :)


Ria gives Alon a quizzical look, not quite matching his statement to his body language ("Let's go eat"??) but smiles politely anyhow. Oh, goodness! I could never toe the line to work here! My skill set would not translate well to serving customers. Epna and I are long-time friends and as she brought me over to be introduced, I saw she couldn't quite carry all of your orders so I just grabbed the last one on my way." The oread looks up in thought, trying to calculate an answer to Alon's question. "Umm.... Well, I guess I've lost track after about the first ten years but it hasn't been more than a few past that... I think. I've been a scholar for most of my life so the portion that was spent here specifically is a little tough to single out."

"Task for you?" the gnome responds to Egon's query "No, not me, I'm here to welcome you all on behalf of Clan Tolorr and to ensure you're ready for the function. It is my strong recommendation, however, that you spend a little of the time on your hands to just.... experience. Talk to locals, make some friends and acquaintances or join in conversations and then follow your nose to adventure!"


Fate, Chance and Destiny:

This is where my "behind the screen" GM rolls will be posted. Feel free to view but beware....

As you converse across your shared table, each of you adds to the growing conversation as you learn a little about each other. After a time, you've woven together a summarized account of events leading up to your current seat at Zelgin’s and have a pretty good feel for some of the motivations driving the others. So far, so good.

Your stomach growls, reminding you that breakfast should be here any moment now. As you subconsciously glance toward the kitchens you are greeted by Epna’s smiling face as she arrives, expertly balancing three of the ordered meals; a second hustles behind her, trying to keep up while managing the last plate. “Here now, let’s get you all fed!” The barkeep lays out the orders exactly as they were given before stepping back to make room for her help and introducing her. “And this is Ria. She is not only a well-known friend of Clan Tolorr but she is also the good hands I am putting you’s in. Please enjoy your meals and let me know if you need anything else.” Epna bows slightly and departs, taking orders and bussing tables along her way.

Ria sets the last plate on the table, distractedly. The gnome’s crystalline hair shimmers in the common room’s light and practically quivers with her excitement as she runs her hands over walls and tables appreciatively. “It’s so old!” Pipes the gnome as she pulls a taller chair to the table and takes a seat. “That’s what I love about Highhelm: the history isn’t just in the books. It’s in the stone!” Her eyes shimmer with awe before she remembers to introduce herself. “Oh, I’m Ria—a curator, preservationist, and resident scholar of the occult for Clan Tolorr. It’s a delight to see new faces, especially those taking in this sky citadel for the first time.” She pauses, thinking, for a second before continuing “Well, ah, perhaps you’ll have an opportunity to take in Highhelm a second, third, and fourth time. As I understand it, you’re all here for important celebrations, collaborations, and camaraderie with the fine folks of Clan Tolorr. But that’s all scheduled for after the Family Festival, which isn’t for a few weeks yet. Might be for the best because...” She takes several curious sniffs before nodding to herself. “As I thought. Clan Tolorr’s about history, right? You can’t just bring a bottle of wine as a gift for the host; no, you need to bring stories! There’s barely a whiff of narrative between you!”

You can tell from her body language that Ria is listening to all surrounding conversations as she pauses momentarily, distracted by the details of one of the others. “Not to worry, though,” continues Ria. “Highhelm’s swimming with stories to be written and rediscovered. Clan Tolorr’s got your room and board covered, so that leaves you free to get into some trouble.” She grins impishly and wiggles in her seat. “Trust me, it’s fun!” As if to illustrate her point, Ria playfully grabs a spare fork and occasionally tries to steal a leftover bit of your breakfast.

Ria remains at your table and happily chatters with you, throughout your breakfast, about Highhelm and the upcoming festivities, among many other things, and she makes it clear that she is available to answer anything she can.


Campaign Background:

Millennia ago, dwarves completed their Quest for Sky, a legendary migration from their subterranean homeland to the surface. Their exodus nearly failed more than a dozen times thanks to infighting and despair but, during the journey, a hero arose to lead them—a young dwarf named Taargick. Time and again Taargick proved his bravery, resourcefulness, and political skill, inspiring his people to endure when all seemed lost. In honor of his great leadership, his followers named him ruler of the new kingdom they would found in his name: Tar Taargadth.

Yet after the dwarves reached the surface and raised citadels and toasts to his legacy, Taargick felt as much remorse in his heart as he felt pride. His people had reached the surface as Torag commanded, but at what cost? Their road had been paved with the corpses of orcs, xulgaths, and more, slain by dwarven blades. Their unjustly shed blood had festered into a thousand vendettas, justifiably earning dwarves the hatred of many. Was Torag’s will worth so much death?

Taargick didn’t think so. As he felt the end of his life approaching, he politely declined the magnificent tomb his people had built for him. He departed alone to carve his own tomb, hidden in the depths, where the steady strikes of his tools drew the attention of one of the Darklands’ mightiest predators: a crimson worm. The two clashed for days before Taargick narrowly prevailed. To his surprise, the beast spoke, praising the king’s strength and skill. Taargick, realizing he had subdued an intelligent creature and not a mindless worm, remembered the countless orcs, xulgaths, and other creatures devastated by the Quest
for Sky, and threw aside his weapons and took off his shattered armor, refusing to end another Darklands resident’s life. Taargick and the caveworm spoke at length as he finished his tomb, developing a deep respect for each other.

At last, with the tomb ready, Taargick knew death was near. The crimson worm Zogototaru—better known in the region as the Avernal Worm—granted Taargick’s last wish: that she deliver his clan dagger to Highhelm, so it might rest among his people.

Highhelm’s people still tell the tale of a crimson worm bursting into the sky citadel’s lower levels, disgorging a slime-encrusted dagger, bowing respectfully, and then politely withdrawing. Though flabbergasted, onlookers recognized the high king’s dagger and stored it among Highhelm’s most treasured relics. Taargick’s legend has inspired dwarves for generations, and Clan Tolorr of Highhelm considers keeping history alive its sacred duty. So perhaps it should come as no surprise that a young Tolorr dwarf named Krohan Veldollow crept into the archives and “borrowed” Taargick’s clan dagger, hoping to wield it on new adventures to perpetuate Taargick’s legacy.

In his hand, the dagger shimmered with previously invisible runes and exuded warmth, as if signaling approval. Emboldened, Krohan absconded into the Darklands. Though the young dwarf knew countless epics, he was ill-equipped for adventuring in real life. With almost embarrassing efficiency, he stumbled and lost the dagger, which clattered down a deep, narrow crevice and was lost. Try as he might, Krohan couldn’t locate it. He returned in shame to Highhelm, reported his misdeeds, and mournfully accepted his stern grandmother’s decree: exile from their clan.

A relic like Taargick’s clan dagger won’t stay lost forever. While foraging in the depths, a drathnelar— also known as an umbral gnome—named Jirelga discovered the beautiful blade and brought it to her sister, Thenur, an accomplished artificer who coveted the dagger’s pommel jewel. Jirelga kept the dagger, and Thenur kept the gem, believing she could transform it into a soul focus to power one of her magical constructs.

Too soon, she discovered that she was right—but breaking the blade awoke the slumbering Zogototaru with a jolt of sympathetic pain. The enraged Avernal Worm tunneled toward the umbral gnome settlement seeking retribution, crushing buildings in her rampage and killing most of the inhabitants. Thenur was among them, her soul becoming trapped in the clan dagger’s jewel while the dagger itself was lost again, buried beneath the rubble.

Jirelga fared better, being swallowed whole before Zogototaru felt her painful rage subside, and tunneled back the way she came. Luck was on Jirelga’s side; lodged within the cave worm’s stomach was a shard of Taargick’s ancient armor, swallowed millennia ago. Jirelga tore it free, used the sharp edge to cut her way out of the Avernal Worm, and spilled out into an unfamiliar tunnel. Before she eventually found her way to Highhelm to begin a new life, she sold the adamantine armor shard to a surface-bound merchant, neither aware of its true origin.

Each of you has made your way to Highhelm recently and, as of a night or two ago, have settled into your prearranged accommodations at Zelgins’, an inn that has operated continuously for two millennia, as evidenced by the shallow ruts worn into the stone floor by countless footsteps. Fine weather, good fortune, and the excitement over your invitation to Clan Tolorrs’ Family Festival have seen your travels place you in town several weeks before the anticipated event. As your invitations have explained, your hosts are extremely occupied in these days leading up to the festival and, while ample accommodations have been graciously made available to you, your hosts will not be available to aid nor welcome you properly until after the festivities.

At the moment you find yourself at a small square table, seated with three others. Other than possibly your brother, you are looking at strangers; though you relax a little as you take notice that all those seated with you are dwarves as well. Thinking of the handwritten instructions left on the pillow in your rented room last night, you assume the others are here for the same reason; the writing had directed you to be seated “with the others” at this table, at this time. Beyond that, no other details were provided, and you are left unsure of exactly what to expect.

Interrupting your thoughts, a smiling female dwarf suddenly stands at the end of your table and introduces herself. ” Hello all, I’m Epna, the innkeeper of this fine establishment. I trust your first night or two has been acceptable. And seeing you all here, on time, means you received your instructions. Very good. Where are my manners? No business this early without something to fill your bellies first! What’ll it be for yous this morning?”

Epna stalks off toward the kitchens with your orders, hollering for someone named Ria, and leaves you to return to both your thoughts and the table of strangers around you.


Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (Map)
Entity Details

Red Shield Tavern Map updated.

Now that Level 1 is finished, the link will show a blank, completed map.

During the time you all spend enjoying food, drink and stories, Mythandor and his two original companions lead the discussion in a summary of the lay of the town around you. Although they have had some time to explore, it was not their focus and they are quick to include that there are many parts yet unvisited by any of them. (Fort Inevitable Locations link updated.)


As the companions talk at dinner, Kip, Mythandor and Bamur share what they know of the spire’s history. The information is a combination of facts, stories and lore but is a good place to start. "The best known of the Spire’s current residents is the Numerian wizard Klarkosh. Several years ago, he embarked on an ambitious program of exploration and study in the Spire’s upper levels. At first, I thought he seemed like just one more would-be looter of forgotten Azlanti lore, but unlike many other adventurers, Klarkosh stayed. He found a region of the upper dungeon that suited his purposes and established a well-protected lair.” The wizard spoke as someone who had spent much time studying the information at hand, getting to know the legends almost personally.

Mythandor seemed to lose himself in thought causing Bamur to jump in without skipping a beat. ” In the last year or so, Klarkosh has actively defended his new home against all intruders, including parties of adventurers pursuing their own investigations of the Spire. The old Numerian wizard holds the allegiance of a number of the dungeon’s monstrous denizens, at least in the upper levels, and is known to fashion deadly automatons to guard his home.” The dwarf grins wickedly, eager to face these automations that he had only heard of. To the hardened traveller, every new foe was another notch in the belt to be had.

Stepping in and taking the conversation back down a notch, Kip finished the tale. "Klarkosh isn’t, however, the master of the Emerald Spire. Even with his automatons and monstrous servants, he controls only a few of the uppermost levels. As far as we know, despite many attempts, the Numerian has been unable to penetrate any deeper than Level 7 before a circle of serpent folk priests, who are likewise fascinated by the Emerald Spire and seek to understand its secrets, checks his advances. Darker and more dangerous creatures are rumoured to rule over the deeper levels of the Emerald Spire but this is hearsay at best as no one from the surface world has ever been known to return and reveal what lies at the bottom.”

This leaves your group at dinner, mid-discussion. It's player posts now until I have a solid direction to take things. No panic!


From this point forward we will be using the Automatic Bonus Progression System; it doesn't affect first-level characters so this is a perfect place to start. Details of this change are in the GMG (p 196). The bonuses at each level are in Table 4-11 at that same location.

Before this change, to improve your ability to hit an enemy or do more damage, you would need to get a better weapon; this would carry on throughout the life of your character, always needing a better weapon with a bigger bonus, to improve your attacks. After this change, the focus will be on the improvements in your character rather than on the stats of their weapons. At each level, beginning at the second, your character will get a permanent improvement to one of their stats. Now, whatever weapon you wield, you will keep your current bonus as your character takes their experiences with them; you are no longer just a sum of your possessions.

This progression eliminates striking, potency, and resilient runes from weapons and armour. Both the basic item bonus to AC from armour and any property runes (flaming, holy, etc.) will continue to operate as normal. Items that grant an item bonus to statistics or damage dice no longer do.


Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (70)
Clanky
Entity Details

Your conversations dwindle as you arrive at the Red Shield Tavern. Upon entering, you are overtaken by the savory aromas of flame-seared boar and baked root vegetables. Combined with Embra's famous ‘Blackened Gravy’, this meal was served twice a month and it kept the Red Shield in high regard amongst both the locals and travellers alike. Looking around as you enter, you can tell that the first few dinners are just being served; your timing is impeccable.

You make your way, single file, through the arranged furniture and gather at the large table in the adjoining room, some of you will be familiar with this setting while others enter for the first time. The room is dimly lit, but does not limit your vision, and is separated enough to give you privacy for your discussions but does not take you out of the establishment entirely. As the first of you cross the threshold into the space you catch a glimpse of what must be a table busser scurrying from sight.

Spreading out around the table you seat yourselves. The serving girl arrives as the last of you takes your seat and readies to take your orders. "Hello, I’m Crystal. You’s want some drinks? Will you’s be eatin’?”

Before you can respond to the girl a young man's voice cries out, clearly distressed. ”I ain't no stinkin’ rebel! Where do you get your information? Where’s your proof!?!” An older man's deep voice responds levelly "Come with us. You will have an opportunity to ask your questions after you answer ours.” There is a moment of silence then some scuffling before the noises of the tavern's evening resume; assumably, the man did not resist and went with the soldiers as asked. The tavern doors groan in protest to being opened as the escort leaves and a woman's voice rings clear over the sounds of the room "You can't just come in here and arrest my customers like this again! Who’ll reimburse me for his tab!” Those of you who have been here before recognize the woman’s voice, it is clearly that of Embra, the tavern’s owner, and she sounds quite upset.


Private recruitment.


Initial post.


Initial post.


Disregard my previous post.


The following will bridge the gap between the original party members, the current party members, existing back stories, new back stories and characters no longer with us. We will start with the original party, built for the Emerald Spire in 1st edition, and end with the introduction of the, somewhat, newly formed 2nd edition companions. You will jump off from the following introduction.

Up to now...

At our beginning, we started with both Tagagashi and Suki fleeing Tian Xia to avoid execution at the hands of a rebel threat. The rising civil war in Tian Xia had been building for years as the rebel force managed to spread a network of lies and deception. They had not only managed to corrupt the powers that would initially oppose them but were able to capture the peoples' emotions long enough to strengthen their position and grind forward; managing to muscle the ruling Yumio family's control and influence away for themselves. In the end, things escalated so quickly that only the two of them were able to escape the family massacre.

The siblings travelled far and wide, traversing continents, to end up in the River Kingdoms, specifically, the forest village of Ayminlume. Here, at long last, they felt secure; able to stop running and finally try to settle down. As they grew more comfortable, Tagagashi wasted little time in starting a family with a woman he had met, born and raised in Ayminlume, and proceeded to fall deeply in love. Nine months after marriage they had two children, a year and a half apart, and throughout the children's early years, Suki proved to be invaluable as their aunt. She not only helped care for them when they were young but was a major element of their training as they grew older. While their father would teach them the ways of the samurai; focusing on weapon skills and honour, the rogue would teach them a skill set more akin to getting them out of a jam or into something designed to keep them out.

It was also here in this village that they bonded with a half-orc, scythe-wielding, farmer named Zoogore. This friendship proved to be unbreakable as the trio muscled through situations thick and thin, exploring both near and far in search of adventure. The last of such adventures for these friends was their journey to the Emerald Spire.

The Spire rested outside a town that was more like a military outpost; Fort Inevitable. The three planned to use the town as a base of operations as they delved into the spire. Preparing to leave, just before departing the fort, they meet Mythandor, Bamur and Kip; these three also had sights set on the Spire but had lost half their number before even beginning. After introductions and a meal, all agreed that each group would be more successful if they were to band together to take on the Emerald Spire together.

The ground floor was their point of entry into the Emerald Spire. Together, the six of them cleared out the first level of its temporary denizens and found passage to the levels below. Amongst the typical items one would find in this type of exploration the group collected the majority of the necessary pieces for Mythandor to begin researching the re-construction of a golem. One other item of note was, strangely, presented to them by a young fire-haired girl named Ruby. It was a small chest containing a set of rings that allowed both communication and the transfer of a limited amount of power from what seemed to be a group of sentient beings. Immediately Zoogore backed away; having regarded magic as vile all his life, he wanted absolutely nothing to do with these artifacts. In short order, the half-orc decided the best course of action, for himself, was to take the child back to her mother and regroup with the others at the Red Shield Tavern back in Fort Inevitable.

When the five remaining companions arrived at the tavern they were greeted by an overjoyed innkeeper, she was still beaming since the return of her missing daughter. As a show of her gratitude, Embra rented out the entire six-room top floor of the inn to Mythandor and his companions, at no cost. The rooms were all currently set up as bedrooms but the party was free to convert them to storage, laboratory, study, or anything else they required, so long as they covered any costs themselves. Unfortunately, with the extremely good news came the extremely bad. Rather than meeting up here with their friend, as they had expected, they were instead given a letter from Zoogore himself.

My friends:

I am sorry but I could not wait for you. When I arrived back at the inn a messenger was waiting for me with news that my farmlands were on fire, as is much of the surrounding landscape. It seems the area is under attack! From who?!?

Ayminlume is not far from my farm.

-Zoogore-

Tagagashi's blood ran cold. The Rebels. Were they still looking for them after all this time and distance? Had they found the village he and his sister were staying in? The kids. Both Suki and Tag decided immediately that they must leave at once and did so within the hour. Before leaving, Tagagashi promised Mythandor that he would send word back within a fortnight to update his companions as to what was going on and his intentions regarding the Emerald Spire. Mythandor, Bamur and Kip all agreed to hold off their delving until word came back from the Yumio's.

Ten days later, Mythandor's message came in the form of Tagagashi's children, 'Gash' and Sylvis. They arrived at The Red Shield with very little aside from the Yumio rings, strung from a necklace around each of their necks, and the portion of their father's journals that pertained to the Spire and its contents so far. The samurai had explained to his children that he hoped they would help Mythandor's group find something in the spire that would help turn the enemy from their home. Truthfully, Tagagashi had wanted them far away from the ensuing battle. He was concerned for their safety more than he was hopeful of anything helpful being brought back from the depths of the Emerald Spire.

Now...

It was late afternoon as the five of them passed under the portcullis of Fort Inevitable, talking of all they had gone through on the last day and tying it together with the notes from the journal. Mythandor, Bamur and Kip had taken Gash and Sylvis through the cleared ground level as an introduction to the Spire; a refresher for the others. Now, as they came back into town, their conversation shifted to food, drink and a soft bed...


Fate, Chance and Destiny:

1st: 1d20 ⇒ 8
2nd: 1d20 ⇒ 4
3rd: 1d20 ⇒ 4
4th: 1d20 ⇒ 1

1st: 1d10 ⇒ 7
2nd: 1d10 ⇒ 10
3rd: 1d10 ⇒ 5
4th: 1d10 ⇒ 6

1st: 1d8 ⇒ 5

1st: 1d6 ⇒ 3

1st: 1d2 ⇒ 2
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 2
4th: 1d2 ⇒ 1

INIT Roll - Bamur: 1d20 ⇒ 3
INIT Roll - Kip: 1d20 + 3 ⇒ (8) + 3 = 11
INIT Roll - Mythandor: 1d20 + 2 ⇒ (13) + 2 = 15
INIT Roll - Suki: 1d20 + 6 ⇒ (6) + 6 = 12
INIT Roll - Tagagashi: 1d20 + 2 ⇒ (9) + 2 = 11
INIT Roll - ???: 1d20 + 3 ⇒ (4) + 3 = 7

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (70)
Clanky
Entity Details

As a quick recap, you've just cleared out the ground level of the Emerald Spire. These were mostly abandoned ruins being temporarily inhabited by a band of goblins following a Bugbear named Grulk. You overcame the goblins, including their shaman and his pieced-together automation, made it to Grulk's lair and quickly had him submit to leaving the area and never returning. Mythandor made sure to round up the remains of Clanky, the automation, for further study and Bamur consistently made use of any opportunity presented to reinforce his opinion that letting the bugbear leave was a mistake.

In the very last moments, Suki tested her new magical ring as she jumped out the side of the tower while the others worked their way out to meet her. The companions then made their way back to town...

The companions had no trouble catching up to a very excited Suki; she was clearly happy with the results of her 'leap of faith'. Eager for a hot meal and a good sleep, they made short work of gathering themselves before heading back to The Fort.

The walk back to Fort Inevitable was, thankfully, uneventful and the sun was setting behind their backs as the group made their way under the portcullis. conversations left the group split between a hot meal, a soft bed and a stiff drink, all three of which seemed to be available back at the Red Shield Tavern.

The scene picks up here as you walk back into town. You are heading back to the tavern you started in but feel free to divert as you see fit (see the above link for the town map with known locations). This would also be a good opportunity to highlight any major changes in your characters after their 2e conversion. This can be done both in character and in OoC.


As you guys start posting again, post as though you were always this character. You don't need to cover all the changes between the PF1e and PF2e versions but do include some descriptions in the first few posts here so we have a concept of the new version.


Fate, Chance and Destiny:

1st: 1d20 ⇒ 10
2nd: 1d20 ⇒ 6
3rd: 1d20 ⇒ 14
4th: 1d20 ⇒ 15

1st: 1d10 ⇒ 10
2nd: 1d10 ⇒ 4
3rd: 1d10 ⇒ 7
4th: 1d10 ⇒ 7

1st: 1d8 ⇒ 6

1st: 1d6 ⇒ 2

1st: 1d2 ⇒ 2
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 1
4th: 1d2 ⇒ 2

INIT Roll - Bamur: 1d20 ⇒ 15
INIT Roll - Kip: 1d20 + 3 ⇒ (5) + 3 = 8
INIT Roll - Mythandor: 1d20 + 2 ⇒ (13) + 2 = 15
INIT Roll - Suki: 1d20 + 6 ⇒ (10) + 6 = 16
INIT Roll - Tagagashi: 1d20 + 2 ⇒ (8) + 2 = 10
INIT Roll - ???: 1d20 + 3 ⇒ (4) + 3 = 7

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Entity Details

The companions had no trouble catching up to a very excited Suki; she was clearly happy with the results of her 'leap of faith'. Eager for both food and rest, they made short work of gathering themselves before heading back to The Fort.

The walk back to Fort Inevitable was, thankfully, uneventful and the sun was just setting behind their backs as the group made their way under the portcullis. Conversations left the group split between a hot meal, a soft bed and a stiff drink, all three of which seemed to be available back at the Red Shield Tavern.

The scene picks up here as you walk back into town. You are headed back to the Tavern you started in but feel free to divert and/or conversate as you see fit.


Grulk's head hangs low as he somberly agrees to the offered arrangement. "Grulk understands and agrees. Far away and forever." As the wizard stated, you are quite sure that when released, you will not likely ever see or hear from this particular bugbear again.

As expected, Bamur's mood darkens for the next while as he comes to terms with having to not only leave the defeated creature breathing, but he had to release him as well! Eventually, this mood passes and he and his companions gather to first discuss how they will let the prisoner go and then they puzzle over what they will do next.


Except for baring his teeth as his lips curled back in anger, Grulk managed to endure both the prodding from the wizard and ignore the dwarf's eagerness without losing his temper. While not too bright, he did realize Mythandor's question was rhetorical and turned his attention to the two exchanging bits and pieces of his stolen loot. Rather than driving him over the brink of self-control, the sight only saddened him and he realized, fully, that he had nothing left to buy his release; he was out of both possessions and information that would be of any value to his captors. The bugbear visibly slouched as his head lowered and he resigned to his perceived fate.


Gritting his teeth at the buried sword point, Grulk looks nervously between Bamur, whose fingers creaked against the wood of his weapon's handle as his grip tightened, and Tagagashi, his hand straying to his sword's handle. I knowed they were mages the same way I knowed you're a mage and he's not! The captive nodded his head toward the samurai as he spat the last few words at Mythandor.

Grulk tried to lean back into the wall, to retract from Mythandor's unflinching sword point, and he looked at the dwarf. He said he'd keep stuff from coming up if I kept stuff from going down. What else do I need to know?!? At least, because of me, you know stuff what's down there! The bugbear's attempt to sell the value of his information was obvious to the companions, though he did make a good point...

With a quick read of the room, Suki decides she'd like to be nowhere near what was likely about to transpire during the interrogation. The rogue thankfully accepts the ring from Kip and the two of them occupy a far back corner of the chamber until the rest of their companions were ready to continue.


Staring at the floor, listening to the plans for his demise and trying desperately to come up with something valuable for the wizard... That's it! With a hopeful look on his face, Grulk's head snaps up and he blurts What about the wizard?! A quick scan of all your faces tells him that he should carry on with an explanation. Ok, another reason we don't go down to other floors...

Grulk explains that, as far as he knows, a dark wizard comes and goes from floors below his ruins downstairs. Grulk himself has seen the wizard both come and go through the spiral entrance your party discovered below. According to the 'little green liars', the wizard has appeared and disappeared, at random, in the middle of the courtyard outside; sometimes while walking toward the spire and vanishing en route while, at other times, appearing from nowhere and walking away towards the forest. As far as the bugbear was concerned, there was no rhyme or reason to the regularity of the wizard's travels. The only time Grulk had ever spoken to this wizard was when he was instructed to keep the riff-raff from passing down through the spire entrance; Grulk also confessed that he had done a poor job of this lately as a pair of mages had gotten into the tower several weeks ago, though they hadn't come back out yet.

Some open conversation about Grulk's demise and another gentle prod, or two, from the tip of Mythandor's sword, manages to coax the wizard's name, "Klarkosh", from the beast's memory. No further information seems to be forthcoming, not because of reluctance but rather because your captive has nothing to give.

With a keen eye and solid magical sense, Kip identifies the jewelry as a ring of feather fall.


Grulk glares at the dwarf, deciding easily who he would like to be rid of first; even though it was another that held him at sword point. The bugbear turned his attention back to that other; Mythandor. Grulk has no Information . Grulk will leave. No Grulk means no goblins. The beast flicks his eyes to the samurai, who is clearly losing patience, and hangs his head, defeated. Then you can see what's downstairs. Why kill Grulk? You took my everything. Don't want to come back.

Kip's search doesn't reveal anything further in the room but he does figure out that the ring in Grulk's stash emits a faint aura. Not recognizing it right away, the sorcerer studies the object intensely...
(Need a spell-craft check, DC 16, to identify the ring)

Suki doesn't have to wait any time at all for a response. I have no idea. I can tell that there is an irregularity in the pressure of the room, which indicates an opening of some description. Coupling that with what you can see lets me eliminate windows, doors, and things like that, but the nature of the opening and what lies beyond it are both beyond my knowledge.


Seemingly taken by a dark mood, Grulk turns first to Suki and begrudgingly begins to answer his captors' questions. Tunnel? Drop. Tunnel gone forever ago, now just a drop. Satisfied that his response had answered the question, he turned to the samurai. I know this is my room in my fortress! Swelling with pride as he speaks of his holdings, Grulk suddenly diminishes as he continues. Other levels? Nobody goes to other levels. If they go, they do not come back. Anger flashes in the beast's eyes as he spits his next answer, dripping in venom. Grulk not hiding. Grulk....... sleeping. Grulk fight anybody! His bonds strain to hold him as he roars the last few words, clearly worked up by the line of questioning.


The sleeping beast wakes, somewhat groggily. Huh?...What...? Argh! Grulk complains at the sharp piece of steel piercing his shoulder and he quickly scowls darkly at the wizard holding it. Pulling at his restraints allows his whole situation to come into focus. What you want from Grulk? The prisoner's eyes scan the entirety of his room and freeze on the halfling. Hey! Get out of there! Knowing immediately that it was too late, Grulk slouched visibly as his 'treasures' were claimed by his captors.

(If you have several questions/actions, post them all together, when possible, to save 26 days of back and forth posting. Ill sort out a response that lines everything up.)


Fate, Chance and Destiny:

1st: 1d20 ⇒ 3
2nd: 1d20 ⇒ 17
3rd: 1d20 ⇒ 20
4th: 1d20 ⇒ 9

1st: 1d10 ⇒ 9
2nd: 1d10 ⇒ 5
3rd: 1d10 ⇒ 4
4th: 1d10 ⇒ 6

1st: 1d8 ⇒ 5

1st: 1d6 ⇒ 5

1st: 1d2 ⇒ 2
2nd: 1d2 ⇒ 2
3rd: 1d2 ⇒ 1
4th: 1d2 ⇒ 2

INIT Roll - Bamur: 1d20 ⇒ 16
INIT Roll - Kip: 1d20 + 3 ⇒ (8) + 3 = 11
INIT Roll - Mythandor: 1d20 + 2 ⇒ (8) + 2 = 10
INIT Roll - Suki: 1d20 + 6 ⇒ (1) + 6 = 7
INIT Roll - Tagagashi: 1d20 + 2 ⇒ (8) + 2 = 10
INIT Roll - ???: 1d20 + 3 ⇒ (19) + 3 = 22

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (71)
Clanky
Entity Details

Beginning the conversation on what, exactly, to do with Grulk, Mythandor retrieves the fallen bow (composite long bow, STR +2) and notices right away how rigidly it's been strung. Bamur grudgingly helps Tagagashi relieve the fur-ball of his inventory (garnet(50gp, 60gp, morning-star, leather armour)) before securing the furry beast; not an easy task with the amount of dead weight they were struggling with. Already across the room, Kip and Suki each poke around to see what else was in there...

Working his way to the side table proved uneventful. However, once Kip got there it didn't take him long to discover the stash at the back of the single drawer. At first, it just looked like a wadded-up piece of dirty cloth but when he moved other items in the drawer, he heard the clink of coins. Unfolding the rag revealed a ring and some valuables. (gold ring, 2x garnet (50gp/ea), 57gp 63sp)

Leaving Kip to search through the piece of furniture he'd found, Suki, takes a wider path around the room, bringing her closer to the exterior wall. Beside you. Again, the rogue hears the voice of Ventus, directing her search. In the western wall of Grulk’s lair is a secret passage that ends abruptly at an opening 60 feet above the ground. By the degree of aging visible, it is clear that the original passageway had been blasted away millennia ago. Looking down, it seems climbing down the tower's exterior from here would, while possible, require quite an effort.



I have decided to pull you guys out of combat as your opponent is sleeping, making combat rounds fairly pointless.

Emerald Spire Level 1 (70)

In response, Bamur nods his 'go-ahead' to the samurai and Tagagashi, with disciplined gusto, sets to making short work of the wooden door. The few still intact pieces remained attached to the hinges and now swung freely. The swordsman leaned into the remnants and felt resistance; pushing harder, he could feel a heavy object sliding along behind the door.

Stepping through the pile of splinters, the party passes through the new opening and briefly scans their surroundings. Directly behind the door is a large pile of fur and teeth; assumably Grulk. violent snoring and deep, steady breathing give a clear indication that he is of no immediate threat. This strange chamber pulses with the green glow of the glass-like crystal column forming the core of the tower. The walls of the room are damaged, and the roof is cracked. The spire in the center juts up, just peaking above the crude ceiling. A bed and a side table sit in the northern half of the room, and archery targets line the southern section of wall.


Fate, Chance and Destiny:

1st: 1d20 ⇒ 16
2nd: 1d20 ⇒ 17
3rd: 1d20 ⇒ 9
4th: 1d20 ⇒ 2

1st: 1d10 ⇒ 9
2nd: 1d10 ⇒ 7
3rd: 1d10 ⇒ 5
4th: 1d10 ⇒ 6

1st: 1d8 ⇒ 3

1st: 1d6 ⇒ 4

1st: 1d2 ⇒ 1
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 1
4th: 1d2 ⇒ 2

INIT Roll - Bamur: 1d20 ⇒ 13
INIT Roll - Kip: 1d20 + 3 ⇒ (10) + 3 = 13
INIT Roll - Mythandor: 1d20 + 2 ⇒ (9) + 2 = 11
INIT Roll - Suki: 1d20 + 6 ⇒ (9) + 6 = 15
INIT Roll - Tagagashi: 1d20 + 2 ⇒ (7) + 2 = 9
INIT Roll - ???: 1d20 + 3 ⇒ (12) + 3 = 15

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (69)
Clanky
Entity Details

Bamur's jaw clenched, busy keeping his comrades on their feet and fighting, while the others were managing to stop the immediate threat. It allows them a few seconds to take stock of themselves and catch their breath. Tagagashi takes the opportunity to squeeze past the casters and up to the door. Once there, he reaches through the slot and tries to see what was bracing the door. On the inside, sliding his hand across every surface he can reach, the samurai is unable to make sense of what he can feel; never mind how to operate it. Turning back to the dwarf he shakes his head, disappointed.

On the other side of the door, you can hear the deep even snoring of the sleeping creature.

Combat Begins! Round 3!
Players up!


Satisfied with the two shots he had just fired, Grulk leans back to pull another couple of arrows free of his quiver, preparing to stop the next one of the intruders who tried to gain entry into his abode.

Grulk Will Save vs Sleep (DC 18): 1d20 + 3 ⇒ (1) + 3 = 4

With his arm reaching up, he was in a perfect position to extend his tight muscles. Mid stretch, he begins to yawn intensely before his head drops to his chest and then his body drops to the floor, scattering his bow and arrows, snoring deeply.


Fate, Chance and Destiny:

1st: 1d20 ⇒ 9
2nd: 1d20 ⇒ 4
3rd: 1d20 ⇒ 17
4th: 1d20 ⇒ 15

1st: 1d10 ⇒ 5
2nd: 1d10 ⇒ 2
3rd: 1d10 ⇒ 4
4th: 1d10 ⇒ 2

1st: 1d8 ⇒ 2

1st: 1d6 ⇒ 3

1st: 1d2 ⇒ 1
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 2
4th: 1d2 ⇒ 1

INIT Roll - Bamur: 1d20 ⇒ 20
INIT Roll - Kip: 1d20 + 3 ⇒ (9) + 3 = 12
INIT Roll - Mythandor: 1d20 + 2 ⇒ (8) + 2 = 10
INIT Roll - Suki: 1d20 + 6 ⇒ (17) + 6 = 23
INIT Roll - Tagagashi: 1d20 + 2 ⇒ (16) + 2 = 18
INIT Roll - ???: 1d20 + 3 ⇒ (10) + 3 = 13

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (68)
Clanky
Entity Details

The stairwell sizzles with the magical intensity of multiple disciplines as, while one of the casters fortifies his companions, the others begin blasting at the enemy. Fortunately, Bamur's healing efforts fair much better than the arcane offensive. Suki groggily regains consciousness and tries to get her bearings as her brother drags her prone form clear of the front line, and takes care of the protruding arrow, before helping her up and seeing her armed. (Actions for Suki were standing up and drawing her weapon.)

The disembodied voice fills their ears again as two deadly projectiles slice through the narrow slot in quick succession. Leave Grulk alone!! Get out of my tower!!

Grulk vs Mythandor: 1d20 + 8 + 1 - 2 ⇒ (9) + 8 + 1 - 2 = 16
Damage vs Mythandor: 1d8 + 3 ⇒ (8) + 3 = 11
The first arrow pierces the wizard as easily as it had the ninja, and with equally devastating effects. Mythandors legs, unable to support him, buckle as the arrow tears through the side of his neck and opens the artery, spurting blood across the stairs and wall.

Grulk vs Bamur: 1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21
Damage vs Bamur: 1d8 + 3 ⇒ (1) + 3 = 4
The second arrow also finds its mark, this time in the dwarf's shoulder. Looking annoyed, the dwarf seizes the arrow and breaks it off before hunkering a little further behind his shield.

Combat Round 2!
All players, except Mythandor, in any order!


This is the link for your entities' details, revealed so far. It will be in all future posts, with the map links at the top. Please do not make unauthorized changes to this document, use it as a 'read only'.

Entity Details


??? Vs Sleep (DC 18 Will Save): 1d20 + 3 ⇒ (15) + 3 = 18

Kip reaches out with his arcane powers to grip the mind of their foe but, in spite of how intelligent it did not sound, was unable to overcome its mental fortitude.

The enemy must have noticed the sorcerers efforts as, again, the same booming laughter filled the companions ears. Haw hahaha hawhaw, you too puny, get lost!!!


On the concealed side of the door the archer could be heard spitting and coughing, trying to clear his mouth to speak.

??? Will Save vs Color Spray (DC 15): 1d20 + 3 ⇒ (13) + 3 = 16

Pretty sand not work wizard! The voice can be heard spitting again before filling the stairwell with deep resonating laughter. Good try though! Bwa hahaha!


Fate, Chance and Destiny:

1st: 1d20 ⇒ 4
2nd: 1d20 ⇒ 2
3rd: 1d20 ⇒ 1
4th: 1d20 ⇒ 17

1st: 1d10 ⇒ 4
2nd: 1d10 ⇒ 8
3rd: 1d10 ⇒ 2
4th: 1d10 ⇒ 2

1st: 1d8 ⇒ 8

1st: 1d6 ⇒ 5

1st: 1d2 ⇒ 2
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 1
4th: 1d2 ⇒ 2

INIT Roll - Bamur: 1d20 ⇒ 16
INIT Roll - Kip: 1d20 + 3 ⇒ (12) + 3 = 15
INIT Roll - Mythandor: 1d20 + 2 ⇒ (17) + 2 = 19
INIT Roll - Tagagashi: 1d20 + 2 ⇒ (20) + 2 = 22
INIT Roll - ???: 1d20 + 3 ⇒ (19) + 3 = 22

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (67)
Clanky

The frontmost party members shuffle position to let the rogue nearest to the door for her to examine it thoroughly. A gruff voice, from the other side of the door, shouts Who dere? And a few seconds later Who dere!? Suki moves systematically through her search, ultimately finding nothing that would cause harm upon opening it. Finally, as always, she checks the handle and finds it has the slightest resistance, indicating that the mechanism was locked. That moment, her delicately placed thumb slid off the latch and the piece snapped back into place, ringing through the silence as only metal-on-metal can.

For a split second everyone on the stairs freezes, listening, none daring to breathe. A soft scraping sound filled the silence. The sliding sound failed to register in their brains before the sound of something whistling through the air was even perceived. In one smooth motion, the arrow slot in the door opened and an airborne projectile launched, aimed directly at the ninja!

??? vs Suki(AC 17): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

The arrow strikes true, burying itself in the center of her chest, Suki's body flinging back into Bamur's shield.

Damage to Suki: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Before the dwarf can react, Suki slides down the blocker and crumples at his feet...

Combat Begins! Round 1!
All players, except Suki, up in any order


Fate, Chance and Destiny:

1st: 1d20 ⇒ 4
2nd: 1d20 ⇒ 20
3rd: 1d20 ⇒ 18
4th: 1d20 ⇒ 18

1st: 1d10 ⇒ 8
2nd: 1d10 ⇒ 2
3rd: 1d10 ⇒ 10
4th: 1d10 ⇒ 9

1st: 1d8 ⇒ 2

1st: 1d6 ⇒ 6

1st: 1d2 ⇒ 1
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 1
4th: 1d2 ⇒ 2

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (66)
Clanky

Suki reappears at the entrance to the tunnel she had investigated, to be greeted by Kip's big grin. She quickly relays what she has discovered about the hidden passage and the group swiftly assembles to press on; having to move quickly to catch up to the dwarf who was already marching his way up the stairs. I assumed this marching order, just include any requested changes in your next post and I will adjust. Also, note that the stairwell is only wide enough to allow a single file line although the map looks otherwise in some places.

As the party works their way up several full rotations of the crumbling spiral staircase, they take notice that the stairs seem to be circling a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire. Leading the party, Bamur is the first to round the final portion of curving stairs and come face to face with an oversized wooden door, fully equipped with a functional arrow slot.


Fate, Chance and Destiny:

1st: 1d20 ⇒ 17
2nd: 1d20 ⇒ 20
3rd: 1d20 ⇒ 7
4th: 1d20 ⇒ 16

1st: 1d10 ⇒ 4
2nd: 1d10 ⇒ 6
3rd: 1d10 ⇒ 1
4th: 1d10 ⇒ 10

1st: 1d8 ⇒ 1

1st: 1d6 ⇒ 4

1st: 1d2 ⇒ 1
2nd: 1d2 ⇒ 2
3rd: 1d2 ⇒ 2
4th: 1d2 ⇒ 2

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (65)
Clanky

The companions gather in the rear entry where Bamur waits, one hand on the door handle and one hand on his hammer. Before aiming to catch up to the dwarf, Kip updates Tagagashi on Suki's status and whereabouts, assuring him she'd be back shortly. Waiting for her report gives the wizard time to take a look at what the samurai had found; it was indeed a light stone, a small round piece of quartz with an active light spell on it.

Creeping down the tunnel she had discovered, Suki steps carefully down the length of the tunnel, thankful Kip had sent Mr.B with her. As she reaches the end of the tunnel, the rouge can see that the immediate area is clear. A step or two further tells her all she needs to know; although there are no signs of recent use, this was indeed a hidden entrance into the building. from here, the path could be seen winding around natural obstacles until it disappeared, after a time, into the forest.


Fate, Chance and Destiny:

1st: 1d20 ⇒ 9
2nd: 1d20 ⇒ 10
3rd: 1d20 ⇒ 12
4th: 1d20 ⇒ 10

1st: 1d10 ⇒ 8
2nd: 1d10 ⇒ 7
3rd: 1d10 ⇒ 2
4th: 1d10 ⇒ 3

1st: 1d8 ⇒ 5

1st: 1d6 ⇒ 2

1st: 1d2 ⇒ 2
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 1
4th: 1d2 ⇒ 1

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (64)
Clanky

Satisfied with his findings, for now, the mage looks ready to go as Bamur, having had his fill of their current surroundings, starts to refocus the group. At the same time, Tagagashi pulls something from a pile of debris. It is a leather pouch; small enough to fit in a man's palm with a second inky black layer of a different fabric lining the inside. As Tagagashi moves to open the container, he notices that instead of the usual drawstring used to hold the pouch closed this one has a type of metal clasp which holds very securely when tied with a small piece of twine. After a moment to figure out how the clasp functions, the samurai opens it and immediately gasps while shielding his eyes...

Bright light pours out of the open bag and is immediately snuffed out as the bag is squeezed tightly closed. Muting the light source as he gips the bag securely, it feels like there is a single spherical object inside.

In the rear entry, Suki calls for Kip to back her up as she heads into the now-exposed tunnel. Nearly having to go through on her hands and knees, the agile ninja makes her way to the first bend and peers around as the sorcerer sends Mr. B to shed some light...

Ten feet further, she could see she would emerge from the small tunnel on the southern side of the structure; clearly a secret entrance for the inhabitants. The rogue wonders if this could have been used to sneak in and secure the building, one enemy at a time, rather than smashing through the front gates and alerting all the defenders at once.


after studying the marks on the parchment for a few moments, Mythandor recognizes the sigil as an identifying mark similar to an arcane mark.
The wizard knows the sigil is labelled “Six”, in Azlanti, but there is nothing else to give him any context.


Fate, Chance and Destiny:

1st: 1d20 ⇒ 6
2nd: 1d20 ⇒ 14
3rd: 1d20 ⇒ 7
4th: 1d20 ⇒ 11

1st: 1d10 ⇒ 6
2nd: 1d10 ⇒ 8
3rd: 1d10 ⇒ 8
4th: 1d10 ⇒ 7

1st: 1d8 ⇒ 5

1st: 1d6 ⇒ 6

1st: 1d2 ⇒ 2
2nd: 1d2 ⇒ 2
3rd: 1d2 ⇒ 2
4th: 1d2 ⇒ 1

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (63)
Clanky

Sorry, the map doesn't show the table I mentioned but assume it sits in squares AB,13 & AC,13.

Taking mental note of the 'spare parts' scattered here, the wizard starts his examination with the bone scroll tube's contents. It contains a single sheet of parchment on which is drawn a complicated magical sigil in iridescent green ink.
Mythandor, I need a knowledge arcana roll to try and identify what you are looking at.

Bamur:
I'm assuming that Bamur moves up with the rest as Kip mentioned staying back to 'watch the rear'

Kip:
I moved Mr. B to where he was most needed while keeping you in the shadows. Tagagashi has a lantern on his pack.

As some of his companions enter the room, the vigil samurai scans every nook and crevice, looking for any sign of danger or something out of place. When his scan passes across the rubble pile in the corner (AA,9), he sees what looks like a small cloth bag.

Suki:
I'm assuming you looked around after moving to the new location.

The southwest corner of the room has collapsed into a mound of green glass rubble, but after poking around and moving a few pieces of debris you find a small tunnel which seems to be shored up with rough timbers.

Suki:
You're welcome.


Fate, Chance and Destiny:

1st: 1d20 ⇒ 15
2nd: 1d20 ⇒ 10
3rd: 1d20 ⇒ 1
4th: 1d20 ⇒ 14

1st: 1d10 ⇒ 8
2nd: 1d10 ⇒ 10
3rd: 1d10 ⇒ 5
4th: 1d10 ⇒ 8

1st: 1d8 ⇒ 4

1st: 1d6 ⇒ 4

1st: 1d2 ⇒ 1
2nd: 1d2 ⇒ 1
3rd: 1d2 ⇒ 1
4th: 1d2 ⇒ 2

Available Maps & Pics

Fort Inevitable Map
Fort Inevitable Locations
The Red Shield Tavern
Emerald Spire Level 1 (62)
Clanky

Turning the wand over n his hands, Mythandor notices the slight nuances and details that others would easily overlook. Confident in his summation, he identifies this as a wand of cure light wounds with 20 charges remaining. Tucking it away for later, the wizard looks toward the next room as the others move to follow, or reinforce, their samurai companion.

Tagagashi easily opens the door and steps into the room, shield raised. Immediately he realizes there is no immediately apparent threat. Looking around he can see a plush, human-sized bed standing in this chamber, along with a table holding a bone scroll tube and jars filled with eyeballs, claws, and teeth. Various automaton parts lie scattered around. Obviously a bed chamber and, judging by the contents scattered across the table, one belonging to the now-deceased cleric.

Suki:

As you and the party move to follow your brother, through the doorway, Ventus draws your attention. Odd.... there to your left, in the southwest corner, I can sense an inconsistency in the air pressure of this room...