
The Sword Emperor |

Klarklosh has a Caster Level of 7. The Emerald Automatons require a Caster Level of only 6.
He could have brought the spare parts with him from Numeria... though I suspect he created them from parts he found in Nhur Athemon's laboratories; or perhaps the derros are responsible for the parts.
Incidentally, the emerald automatons require a fist-sized shard of crystal from the Emerald Spire in order to function. Really does raise the question of why the Emerald Spire hasn't been mined out. I'd go with the suggestion that the outer "shell" of the Spire is weaker in places, even though it's still stronger than stone there. However, the core is much harder - I'd call it a major artifact. There just aren't anything like it.

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I don't have my book handy to check the plausibility of this theory, but you could always assume that they were ancient Azlanti clockworks from Nhur Athemon's time that have been recovered and repaired, a process that requires somewhat less investment in power and money than creating them from scratch.

The Sword Emperor |
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They were created by the derros. I'm not sure how rules-legit this is, but the idea is that Klarkosh just found the clockwork automatons and repaired them, instead of building them himself.
Quoting from page 63 of the Emerald Spire Superdungeon...
"The Clockwork Maze was originally fashioned by a clan of derros over 100 years ago. They intended to use the halls as a workshop for the creation of golems, homunculi, and other magical constructs. However, the mad derros eventually lost interest and abandoned their efforts. Klarkosh stumbled across the derros' ruins in his first explorations of the Spire, and decided to establish his own lab here. The Numerian started by repairing the clockwork mechanisms the derros had left behind, then began to build automaton servants, using the Emerald Spire's potent magic as a power source."

Wiggz |

Does Skizzertz (level 1) have a Spire Transport Token?
The text from his chambers says that he has a rune that will take him to level 6, given to him by Klarkosh 'with instructions to bring any transport tokens he found to the Numerian at once'. I can't guess how he'd be able to do that or of what use the rune would be to him if he didn't also have a transport token of his own, but there is no mention of it on his person or in his chambers.
Also, in the combat text it says that Skizzertz casts Bless on himself and his construct minion Clanky - given that the construct is immune to magic, is that possible?

The Sword Emperor |

However, Logan, the emerald automatons have construct traits. That makes them immune to mind-affecting effects, including compulsions; Bless is a mind-affecting compulsion. Therefore, Bless will not work on Clanky.

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However, Logan, the emerald automatons have construct traits. That makes them immune to mind-affecting effects, including compulsions; Bless is a mind-affecting compulsion. Therefore, Bless will not work on Clanky.
True. However, lacking any ranks in Knowledge (arcana), Skizzertz does't know Clanky is immune to the bless. so he can still cast it. After all, the goblin still gains the benefit.
Obviously it'd be better if we'd listed some other spell, or noted Clanky is immune, but sometimes these things slip through the cracks.You could have Skizzertz prepare shield of faith instead, to cast on just himself (or even to boost Clanky).

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Frankly... having goblins make suboptimal choices in combat is a HUGE part of what they are and what they do. They're low CR foes, but even low CR foes can be dangerous to 1st level characters. Having goblins make bad choices in combat or waste actions (which is something I personally try to write into their encounters when I do goblin encounters—see the antics they get up to in "Burnt Offerings" as examples) makes them even less dangerous... and that gives you the GM the opportunity to use even more than you normally would in an encounter. It also REALLY helps to make goblin fights feel specifically and iconicly like goblin fights.
Of course... it's also worth keeping in mind that goblins aren't actually any more stupid than the average human. They have a charisma penalty, that's it... that means they have trouble working together and are kinda crazy and craven as a general rule. They're the type of creature who would give up making an attack on a helpless PC to laugh at that PC, or perhaps to laugh at a fellow goblin who tried to attack a helpless PC and missed anyway.
So... having the goblins cast spells that don't work out perfectly tactically sound is actually a GOOD thing, in my opinion.
After all... if PCs can graduate from facing low CR monsters to dealing with high CR monsters as they get more powerful, isn't it just as satisfying to go from dealing with monsters with poor tactics up to those with sound tactics when you're more powerful?

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The Sword Emperor wrote:However, Logan, the emerald automatons have construct traits. That makes them immune to mind-affecting effects, including compulsions; Bless is a mind-affecting compulsion. Therefore, Bless will not work on Clanky.
True. However, lacking any ranks in Knowledge (arcana), Skizzertz does't know Clanky is immune to the bless. so he can still cast it. After all, the goblin still gains the benefit.
Obviously it'd be better if we'd listed some other spell, or noted Clanky is immune, but sometimes these things slip through the cracks.
You could have Skizzertz prepare shield of faith instead, to cast on just himself (or even to boost Clanky).
Skizzertz always used to prepare bless when the other goblins hung around him more, so after he got in trouble with Grulk he just kept doing so out of habit and in the hopes that he'll have friends again one day. When he does cast bless on Clanky to no effect, the full extent of his denial will become apparent to even himself. The construct he had come to consider his friend is just not the same as his goblin buddies. Luckily for Skizzertz, sobbing over one's failures in life does not provoke attacks of opportunity.

Wiggz |

I have to say, I didn't expect much in terms of setting, thinking this would just be a straight dungeon crawl, but getting Fort Inevitable was a bit of a bonus - its a small, detailed location that could easily be set within ANY adventuring scenario.
We're starting this weekend with an all-Dwarven party. Any interest in a player journal?

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A couple questions from Level 1: The Tower Ruins
Clanky has a Weakness, called "Magic Dependent". What does that mean?Grulk has a Special Quality called "Stalker". What does that mean?
Clanky is a variant automaton using the same rules from the bestiary in the back of the book. Magic dependant just means he can be subdued by antimagic field, dispel magic and mages disjunction.

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First of all Props to all the writers. this is going to be a fantastic game. Anyone who worked on Fort inevitable deserves a medal and a raise.
My big question is what is the best way to to have the civil war at fort inevitable? With my players this is pretty much going to happen. I dont think they will take the adventuring tax past level 6.
Can we have a stat block series for the hellknights?
Siding with the hellknights is going to be noticeably easier on the GM side. do the seven foxes have any big tricks up their sleeves or shall I just do a lot of world building and see where it takes me?

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A question about Fort Inevitable, because I'm trying to wrap my brain around an issue.
One of the six foundations of River Kingdom politics is that people do not own other people; slavery is forbidden. At Fort Inevitable, slavery is practiced, with rules governing humane treatment of human chattel. That's fine: I can well imagine a settlement keeping slaves, even though it's against the law of the land. But I'm trying to get my head around that same settlement considering itself the bastion of Law in the area.

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Owen K. C. Stephens wrote:Skizzertz always used to prepare bless when the other goblins hung around him more, so after he got in trouble with Grulk he just kept doing so out of habit and in the hopes that he'll have friends again one day. When he does cast bless on Clanky to no effect, the full extent of his denial will become apparent to even himself. The construct he had come to consider his friend is just not the same as his goblin buddies. Luckily for Skizzertz, sobbing over one's failures in life does not provoke attacks of opportunity.The Sword Emperor wrote:However, Logan, the emerald automatons have construct traits. That makes them immune to mind-affecting effects, including compulsions; Bless is a mind-affecting compulsion. Therefore, Bless will not work on Clanky.
True. However, lacking any ranks in Knowledge (arcana), Skizzertz does't know Clanky is immune to the bless. so he can still cast it. After all, the goblin still gains the benefit.
Obviously it'd be better if we'd listed some other spell, or noted Clanky is immune, but sometimes these things slip through the cracks.
You could have Skizzertz prepare shield of faith instead, to cast on just himself (or even to boost Clanky).
Also, remember that the Bless will actually help Skizzertz, plus any goblins that might have retreated to fight with him. So it isn't entirely wasted.
-Lisa

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First of all Props to all the writers. this is going to be a fantastic game. Anyone who worked on Fort inevitable deserves a medal and a raise.
Rich Baker wrote the Fort Inevitable section while he was working at Goblinworks on the MMO. He unfortunately doesn't work for us any longer, having left to start his own game company.
-Lisa

Wiggz |

The Sword Emperor wrote:However, Logan, the emerald automatons have construct traits. That makes them immune to mind-affecting effects, including compulsions; Bless is a mind-affecting compulsion. Therefore, Bless will not work on Clanky.
True. However, lacking any ranks in Knowledge (arcana), Skizzertz does't know Clanky is immune to the bless. so he can still cast it. After all, the goblin still gains the benefit.
Obviously it'd be better if we'd listed some other spell, or noted Clanky is immune, but sometimes these things slip through the cracks.
You could have Skizzertz prepare shield of faith instead, to cast on just himself (or even to boost Clanky).
All of that is perfectly fine by me. I just had to check because when I come across a seeming discrepancy my first thought is that I'm missing or misunderstanding something, not that someone else might have made a mistake.

Wiggz |

A question about Fort Inevitable, because I'm trying to wrap my brain around an issue.
One of the six foundations of River Kingdom politics is that people do not own other people; slavery is forbidden. At Fort Inevitable, slavery is practiced, with rules governing humane treatment of human chattel. That's fine: I can well imagine a settlement keeping slaves, even though it's against the law of the land. But I'm trying to get my head around that same settlement considering itself the bastion of Law in the area.
It's a fair question, but I almost consider Ft Inevitable a set piece. It has great value wherever you place it, even in another campaign or a home brew world.

The Sword Emperor |
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Here's a fascinating question: where did Chaid DiViri leave the first two volumes of her foray into the Emerald Spire? The beginning of the third volume mentions that the first two volumes are safely enshrined with her order on her expedition's return trips to the surface. Given that she makes regular trips to the surface, and continues delving, it's fair to say that she actually has them saved at the Chancery in Fort Inevitable. It's the headquarters for the Order of the Gate (her order), and possesses the largest library in Fort Inevitable. Furthermore, the signifiers there are the ones who requested aid in examining the depths of the Emerald Spire in the first place. Even if she actually sent the volumes back to Citadel Enferac, it's likely the local signifiers made copies or notation of the most important parts of the text. Certainly Signifier Hast would have at least heard of them, and requested to review the documents. He takes an immediate interest in the Emerald Spire.
In other words, if the adventurers want to know a little bit about the first ten levels of the spire, they should visit the library in the Chancery. You might argue that the Chancery keeps such volumes off-limits, but they actively recruit into their order, and already require an expensive fee to join (which I set at 50 GP).
So, here's the trick: if you're going to allow the players to have this information, you need to do two things:
1. Present the journals in a clever manner; and
2. Remember what Chaid would and wouldn't know. It's fair to assume she went in before Klarkosh, or even the goblins; and before the thieves' den moved in. She's probably met the troglodytes, the undine, and the Mistress of Thorns. She's seen the Clockwork Maze, and understands how spire tokens work.
If you don't mind some telling instead of showing, this can be a good opportunity to whet the players' appetite for what's to come. Or be a problem that drops too many spoilers.
Thoughts?
I'm working up some excerpts from Chaid DiViri's journal.
My big question is what is the best way to to have the civil war at fort inevitable? With my players this is pretty much going to happen. I dont think they will take the adventuring tax past level 6.
The adventuring tax likely doesn't apply to the Emerald Spire. It's a common tourist attraction for folks from both Fort Inevitable and Thornkeep. In fact, obvious monsters are fair game. The problem is with killing "villains" and seizing their belongings; the Hellknights view that as common banditry.
You could argue that it extends to any type of adventuring in the area, even out to the Emerald Spire, but I'd be reluctant to stretch it that far. The initial investment is painfully expensive, and 30% of the take is a significant portion.

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both the western and eastern star ioun stones are in this module.
however, the "emerald star" versions are CL 1 but he "Occult Mysteries" versions are CL 12th
"emerald star" version for eastern star is price/cost 6,000/3,000 gp
"Occult Mysteries" is 4,000/2,000 gp
these seem like big differences with the same descriptive text

The Sword Emperor |
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For those who want to create excerpts from Chaid DiViri's journal's first two volumes, here you go.
...
The Journal of Chaid DiViri, Hellknight Signifier of the Order of the Gate, leader of the expedition to tame the Emerald Spire.
The initial foray was uneventful until reaching the cellars. Although some magical gloom blocks light inside the tower itself, it was uninhabited; and unremarkable. There are no clues in the upper floors to whatever secret lays below.
The cellars beneath the tower are a haven for undead. Our conflict with them was a disheartening loss, but unavoidable. They were led by some kind of skeletal priest. We slew him and carried on. Honestly, the spiked pit traps in the hallways were a bigger threat than skeletons and zombies. Decided against pursuing those that fled; can't risk losing more men.
I've spent a few days trying to figure out a pattern to the arcane marks I keep finding, but we've been stymied. Maybe I just need more data. If not, I've consigned myself to doing this the hard way.
These staircases are getting longer...
Did I make the right decision? I am loathe to let such a fantastic device remain in the hands of those foul-smelling creatures, but its mysteries are not what brought me here. At least it serves as a convenient valve. Perhaps on a further expedition, when I do not have more pressing matters. Still... god in a box...
A clockwork maze...
Once we claim the power of the Spire for ourselves, we must clear out everything; on one hand, I'm excited by the opportunity to completely tame this place. On the other hand, I have already lost so many. Things pass here from the Darklands; how long have they been coming here? How many more civilizations will we find? I don't know... maybe I'm shaken up. Everything before now seemed... not easy, but manageable. Our losses this time were staggering. The Lord Commander won't continue supplying me with troops much longer; not unless I find results. I know this. And I don't know how deep this place goes, but I've invested too much to give up now.
Filth. Everywhere.
The Mistress of Thorns was unexpected, but good, company. I'm happy to have met somebody with some understanding of how this place works. She confirmed my theory about the portals.
The passageway below seems to continue on for eternity. I shall return to Fort Inevitable, and see what I can muster for the next leg of my journey.

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Pasha Cassius Ardolin wrote:First of all Props to all the writers. this is going to be a fantastic game. Anyone who worked on Fort inevitable deserves a medal and a raise.Rich Baker wrote the Fort Inevitable section while he was working at Goblinworks on the MMO. He unfortunately doesn't work for us any longer, having left to start his own game company.
-Lisa
I'm guessing that Rich was a key resource in the development of the "Forest Stronghold" chapter of Thornkeep. The work on that town is brilliant as well. :)

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Has anyone seen/made any player handouts that show what the various levels' transport sigils for the Spire look like?
Depends on how complicated/artistic you want them to be. There is this or this.
Also you can do a google search for numbers and runes. I suggest this one.
however, if anyone else comes up with an interesting idea, i would be very interested in seeing it/them.

Gladior Franchisee - Game Kastle College Park |

Also you can do a google search for numbers and runes. I suggest this one.
however, if anyone else comes up with an interesting idea, i would be very interested in seeing it/them.
Thanks! This is helpful. I hadn't thought about having the runes just be the numbers. The book says that some of the runes are labeled with their floor number in ancient Azlanti, so I assumed that the runes were more like pictograms. Otherwise, wouldn't a rune for Floor 7 that's labeled in ancient Azlanti just be a pictogram that's labeled as itself?

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Re: Clanky, from Level 1: The Tower Ruins
In Clanky's artwork, the automaton is depicted as holding a spear in its right hand. However, its stat block includes only a standard "slam" attack.
Classic case of artistic license. Many times they add stuff to the pictures that shouldn't be there and we don't have time to get it changed. He shouldn't have a spear. Assume it is built into him, but he uses it to make slam attacks and not spear attacks. As a rule, stat blocks always trump what is pictured in the artwork. Unless you, as the GM, want something different.
-Lisa

Kudaku |

Classic goblin distraction tactic. Everyone focuses on the spear while he sucker punches you with the other fist!
Bonus goblin points if the fist is telescoping.

David Neilson |
I am curious about how thigns have went for people who have already played some of these? In particular the time it took for a play through? I intend to do this at some point for Pathfinder Society when the chronicles become available. However given the nature of PFS there are often time constraints, and I am curious about what I should expect.

The Sword Emperor |
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Having now run two sessions, I can share some initial thoughts. This post contains my initial thoughts on Fort Inevitable.
Fort Inevitable: Initial Thoughts
The players have taken moderate interest in the town. One of the players is running a bard with a background as a highwayman (who operates in a different area); because he has six ranks in Knowledge: Local, I found it easier to just C+P the information from Fort Inevitable, subtracting information on material like the Secret Societies, characters' personal opinions of others about which they aren't outspoken, and secret information like the existence of the Skulks.
One of the PCs is Kellish, from the Land of the Mammoth Lords. He's taken an interest in the written word, practically as a sacred matter. Because of this, he was fascinated with the Chancery.
One of the players converted to the faith of Mephistopheles. It's the player of the Kellish character. Signifier Hast took an interest in the PC because he's a daemon-blooded tiefling; had him sign a contract giving him free access to the library in exchange for attending regular monthly services and making reports about the Emerald Spire.
I must note the party contains a paladin. He refused to enter the chancery; fair enough - I dressed it up as having a gigantic pentagram on it, with the assumption that it doubles as a temple of Mephistopheles (and other gods, but to a lesser extent).
Its never addressed whether the local Hellknights themselves use slaves. I decided they don't; they have plenty of armigers and local servants who are willing to do the work for them.
Stopping the PCs at the gate is a great way to get them some early roleplaying and define their character. I have a set of questions the Hellknights ask.
What's your name? (they will have you write it down)
What's your purpose here?
How long will you be staying?
(If the character seems like a paladin, priest of a merciful god, or idealist) We permit slavery in this town; is that going to be a problem?
I also have them unmask any hooded characters and pat them down for weapons if they look suspicious.
And when PCs leave the town, the Hellknights compare their stated names with the names written down in their books.
It's especially fun because the players have taken notice of it. It's not that it particularly bothers them, but Hellknights' acceptance of slavery has earned them a mild distaste with most of the PCs.
I recommend setting the campaign in early Spring. It's the time that I expect most people would be heading up the Crusader Road to get to the Worldwound, and so many people are likely to pass through Fort Inevitable. This includes potential hirelings and rival adventure groups. It's also a nice analogy for the PCs' careers.

The Sword Emperor |

Having run Floor 1: The Tower Ruins, here are the results of my players' foray through that area.
Results of Floor 1: The Tower Ruins
The characters spent a little time admiring the green stone in the glen around the Spire. I ran with the idea that wandering portals shaved off the top of the glass, but it was otherwise undamaged.
The characters discovered the secret back entrance immediately. There's a painfully obvious pathway leading up to where, by all rights, there ought to be a door. And it's not clear how the goblins could create a fake door against the green glass; so I just said they piled together some glass and hoped for the best. Because the PCs didn't check the front, the players assumed this was the front entrance.
The group announced themselves loudly because they intended to negotiate with the goblins. This caught the attention of Skizzert, who marched Clanky out in front of him. He began negotiations with the party, intending to turn them against Grulk. However, the paladin asked the cleric to swear he would not betray them. So when Skizzert swore by Lamashtu, things took a turn for the worst - chaotic evil goddess, mother of demons - paladin attacked. They killed Clanky before he could explode; Skizzert, having cast his failed Bless on Clanky, did break down and cry. The party convinced him to renounce his faith, and he followed them like a beaten animal for the rest of the time on that floor.
The following encounters basically involved the PCs slaying other goblins that attacked them. The goblins made lots of mistakes, to humorous effect; food fight humor played a part twice.
Once the party got into a stand-off with the rangers, they made a point of it that they just wanted to talk things out, and see their leader. The goblins, who knew things were going poorly, accepted this; and the silver-tongued human moved them from Suspicious to Helpful, with an impressive Diplomacy check.
Grulk was frustrated, but realized that further confrontation would probably result in his death, or at least abandoning the Emerald Spire. He negotiated a truce, with the understanding that the party would kill Klarkosh if the wizard turned out to be as evil as Grulk suggested.
Here was the major frustration of the level: the darkness effect. It was useful tactically for the goblins, but it meant that over half the party just stood around not knowing what to do. If they had stood in the darkness while the rangers attacked, they would have lost their Dexterity bonus to AC, and been murdered quickly. This could easily have turned into a bloodbath if I'd played the goblins smarter; and in any case, trying to deal with the smothering darkness was frustrating for the players, instead of exciting.

The Sword Emperor |

Here's my concern for the second level of the Spire: more darkness effects. Granted, much of the floor is easy to see with a torch. However, there's one big problem.
The moon spiders.
I'm afraid the moon spiders are going to be an exercise in frustration for a Level 1 party. They have a lot of tactical advantages.
1. They have strength-draining poisonous bites
2. They have a climb speed, and a massive bonus to climb checks
3. There are seven of them, and it's not hard for at least three of them to gang up on the party
4. They cover at least one chamber with webs
5. They can use obscuring mist three times per day. This is really the worst of it, because the players leave one floor of inescapable darkness to find... another floor of inescapable darkness. That's effectively what this does, but it's worse because they're far more dangerous than goblins are. There's really no reason for the spiders to not flood the entire dungeon with obscuring mist (they have tremorsense), and there's not much the characters can do about it other than leave the floor and wait out the mist.
6. If they get badly injured, they can just use gaseous form to escape, floating over pit traps and through the cold gates.
Speaking of pit traps, there's four of them; and three of them are in the hallways. These are basically instant death traps. At least by the default description, there's literally nothing to indicate to the players that there's a trap in these hallways - which means they can't make an active Perception test to notice the traps. Which means falling into the traps half the time.
The character falls down a ten foot pit, onto spikes, and then gets trapped in there with a moon spider (whom, I remind you, can use obscuring mist and also block the only escape route; it'd also get cover from the trap door against anyone above it).
My gut tells me that all of this is bad dungeon design. The gimmick is too similar to the first level's, just cranked up a few notches; there's no way to counteract the spiders' threat other than to out-wait them; the enemies have tremorsense, so sneaking past them isn't an option; and the place is littered with "gotcha" pit traps (including the "gotcha" of the spider opening up the trap if the PCs walk past it, and blocking them in a hallway). I think it'll frustrate everyone; but I don't know what to do about it other than remove some of the pit traps and/or weaken or remove several of the moon spiders.

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Anyone have an idea when the chronicles for Emerald Spire: PFS play will be come available?
Please see this update in the module's product discussion thread.

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catdragon wrote:Anyone have an idea when the chronicles for Emerald Spire: PFS play will be come available?Please see this update in the module's product discussion thread.
Thanks John. I appreciate the point and and the information.