Scaling Emerald Spire to Seven PCs


Adventures


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So, a game shop owner friend of mine asked me to run a Emerald Spire game for him and 6 other new players. He bought all the stuff to run it, and we're all paying him $5 a month each for supplies etc.

Its a pretty good deal for everyone, but, left me figuring out how to scale up. Here are my tweaks for anyone else who has a large crew to deal with. Comments are welcome! I've only scaled the first 5 layers, and may tweak them as things move on.

Note: These are all spoilers, so I'll mark the as such - just be forewarned.


General Tweaks:

Gold Awards

As I've said other places, I think there just isn't enough gold per level to match the XP progression for four PCs, so I added some to every layer. This will be noted as the game progresses.

I decided Royst has backers, and offers "up to 10,000 gold for information or items that we deem useful. It must not be shared with the Goldfire under any circumstances".

Iliara of the Goldfire is authorized to spend "up to 6,000 gold without approval" for items of interest.

The Hellknigts contract is 50 g per person, so I upped that, and they take One out of every three artifcats from the Emerald Spire - items that are part of the original structure, where made by the original inhabitants, or items that once belonged to the Hellknight order. The letter of the written permit is the first of three such items, but there is room to negotiate.

I added a bunch of thought reading spells and zone of truth type effects to the Hell Knights at the gate to help figure this out, which Royst can cast as well.

I made a note of my interpretation of faction bonuses in other threads, but:
Seven Foxes - Purchase weapons at 75%-100% of list value
Hellknights - Allow PCs to purchase armor or other supplies at 60% of list price, just above their cost, and either 1/2 permit cost if one possible Fox is revealed or no permit cost if two are revealed.

Per Level Awards
I changed all the level awards for gold paid by Royst and XP into the amount per character. This just adds gold/xp, but I think my group will end up needing it.

I intend to increased the gold awards for levels as well, but I decided Royst only has knowledge of the first 5 levels. And he provided some warnings and basic information to the PCs before they left - he would like to see some more maps and other information!

This far, with my group, they are pretty much ignoring it, and only 1 PC can swim. We'll see if they learn to swim by the 5th floor :D

Returning to town
The Knights question the PCs with zone of truth or detect thoughts, and then have the caster (cleric or mage) cast a unique 2nd level spell meant to make items that have any Green Spire in them extremely bright.

Should it be revealed the PCs went to the Spire without a permit, the cost is now 75g per party member.

Negotiations can be had about any artifact that is not originally from the Hellknights, but if a permit is not already in possession, these discussions may go poorly.

In later levels, PCs can attempt to beat the effects,

The Tower
It seems like anyone who could read this ancient language would make all these levels marking obvious. I logic there must be a code to prevent outsiders from getting the levels right.

I also decided the runes were Azlanti in nature, added as they perfected how to create spire tokens. This gives me some icons to show my PCs.

Hit “symbol” to get the text on the far right.
One oe οε
two to το
three te τε
four fr φρ
five fe φε
six sx σξ
seven sn σν
eight et ετ
nine ne νε
ten tn τν
eleven en εν
twelve tv τϖ
13 nte ντε
14 efr εφρ
15 ffe φφε
16 xsx ξσξ

My ruling is casting magic next to the Emerald Spire causes the spire to glow slightly as it absorbs some of the magic. A spell such as Detect Magic will cause the caster to be dazed/blinded for a round, but, for everyone who can see, they can roll a perception DC25 to see a feint outline of the appropriate symbol for the level glowing in red.


First Floor, the Goblins:

Changes Summary

Doubled the amount of Goblins

Added one Matriarch Goblin Dog (max stats)

Added 11 non-combatant Goblins - children and women who were scared to fight

Decided the Goblin rally point was the tower, made the trap defensive in nature, a place to hide the families

Left Clanky's stats and HP alone, gave him all the other attributes of a full - version Emerald Automaton, except only a 20 ft movement (club leg)

Added a level of Fighter to Grulk.

Gold/Items: Clanky's body is worth up to the materials value for an Emerald Automaton to either Goldfire or Royst (6,500). Disassembled, much less - they want to see how the heart of this thing works.

The Results

Extremely hard to say.

The PCs ended up alerting all the goblins at the same time, and found themselves in a shooting war they were going to lose.

I had Shizzertz come out with Clanky, and the PCs ended up in area A4 with the lead fighter going into single combat with Clanky.

Grulk jumped down ambushing Clanky on round 2, and the Goblins scattered, between sealing off themselves in A5 or fleeing via the ramp in A2/A1, pretty much turning the fight into Shiz/Clanky vs the PCs.

Because of my tweaks, the aura of electricity went off in round 2, and was pretty nasty. Three PCs went negative at one point and the aura killed Skizzertz.

All of the PCs who didn't have Darkvision were extremely frustrated. Realizing this, I ruled after the electric aura was active, the PCs had a 25% chance to miss Clanky, because he was outlined. If Clanky was hit by a spell, he was a clear target.

For the one fight, I think my tweaks were good. I consider the rest of the level essentially untested.

Also, the PCs tore apart Clanky, and retrieved his 'heart' - a portion of the Emerald Spire chipped off that glows when magic is cast near it. Deminished value - 3,250 gp I'm thinking. We'll see if the PCs can start a bidding war. On the plus, it is much lighter than carrying the full automaton around....

Future Results
Grulk let the PCs explore the area, loot the four goblins who were accidentally killed, and eat the Goblin's food while he went to 'talk' with the Goblins who sealed themselves in A5.

He then left to chase the remaining Goblins, who will be back with a day or two. Grulk will recruit two more Bugbears, with a character level, to help keep discipline among the Goblins (stats to be decided later).


Feedback on Products Bought:

As a DM, the two things I love are the Pathfinder Cards for Emerald Spire and the NPC Codex Box.

The players really like the artwork in both the Emerald Spire campaign book and on the Pathfinder cards - just being able to see as much as possible. I've actually made several minor tweaks so the enemies more closely act like their depicted counterparts. About the only artwork request wold be a clear picture of Royst.

The NPC Codex Box isn't meant for Emerald Spire alone, but, it's really useful. The players all got to pick real miniatures, so the cardboard ones are all hostile NPCs, and I've got a few real minatures for friendly NPCs. It's easy to tell at a glance the state of a battle.

To help me keep track of things like hit points when I've got 14 Goblins in combat, I put a piece of paper in the stand with each NPC. Players record their damage on it, then put it back where it goes.

That there are a variety of sizes also helps me at a glance identify things like normal Goblins from their more elite counterparts. All in all, I think its a must have for the larger fights.

For all the other books, in general, the Advanced Race Guide and Core Rulebook are the two most often used items with the new people. I hope they'll get more out of the advanced books as they level up and get more comfortable with the mechanics, but I'm glad we have 3 out of 7 that felt they could play a non-standard race.


The Cellars:

Changes Summary
Royst had offered 600 gold for "a map with all the traps and how they work"

Moon spiders got pumped up a bit - poison is 2 saves to cure, max of 3 str damage, and I made going into Gaseous Form a swift action.

I gave Gorloth 6 skeletons, dressed as the Bone Priest on pg 152, with a chill touch single use stored in their hand (really because that picture wasn't used as Gorloth has his own)

I added some descriptions, such as a Magic Mouth with Prestidigitation to make it look creepy at the door to B10, giving it a film noir kinda feel. Also added some embalming fluid pots to B5 for the same reason.

I changed all B2 traps to be Acrobatics DC 15 / 1d6 fall damage, then Reflex DC 20 on a filed Acrobatics check, or DC 15 on a successfull one, or 1d6+3 spike damage. This just meant less rolling for me.

B3 I added a cocoon with a Yaun-Ti skeleton in it, 15 hp. 1d10 min to slice through, when opened it gets a surprise Grab +5/CMD 18, 2nd successful grab pulls into cocoon to crush with tail, then its 2d8 damage/rnd and CDM 30 to get out of.

B8 I love the cage idea, but I put 8 skeletons trapped in the cage by the bars running through their torsos/ribcages. They cannot get out or attack anyone pinned beneath the cage, but can swing at others as normal. They regenerate as described, still trapped by the bars.

Added a scroll case in area B7, water proof, with an Azathi message from years gone by. Worth 2,000 to either Royst or Goldenfire.

The Results

The B2 series traps worked really well. The first one my group hit was between B11 & B12, the sorcerer got knocked out but they pulled him up in time.

The PCs came into B9 from B12, disarming the magic trap and busting through the bars. Gorloth's intimidation tactics convinced the PCs to retreat, and they ended up facing the 6 skeletons while fighting to save their oracle from the B2 trap in that hallway, and Gorloth harassing with spells. It was a good fight all in all; Gorloth escaped.

Two phase spiders tried hit & run tactics after that getting the PCs to chase them up to area B8 where the PCs triggered both traps. The PCs managed to kill both those spiders before they could escape.

The cocoon trap I added the rogue at negative hp, as the rest of the party moved on to loot other areas while he cut it open. The sorcorer got in a few magic missiles to put the Yaun-Ti down.

I think the tweaks were really good overall. The B9 and B8 fights would have had people in the negatives if saves had been failed.

The night ended with the PCs barricading themselves in area B7, using the coffin lids as door blocks. At the start of next session, the first two on watch will be attacked by the 4 remaining adult moon spiders, who will do a single attack and retreat, using Gaseous Form to slip in and out of the door.

The PCs as a whole have a good bit of ability damage at this point, so they understand they are weaker for the next level if they want to keep going.

Current Level & Gold
Level 2

They are using:
Belt of Con +2 (4k), Wand of Cure Light Wounds (18 charges left ~270g), Masterwork Falchion (~400g), Masterwork Light Crossbow (~385g, from my Friends of the Fort encounter), 2 potions of cure moderate wounds (600g)

To trade in: Clanks' Power Source, the Athari Message (Max val 3,125, both count as an artifact of the emerald spire), 2nd level trap map/600g, Horn of Fog/1k trade-in value

Total For 7 Characters: 5628 g in use (4k on one character), up to 4700 g possible after returning to town. But I'm not counting those chickens yet ;)

What they missed
Both Grulk and Gorlath have gotten away, so no items that were on either.

In area B8 the PCs were so freaked out by the skeletons coming back together they took off, no searching, so they missed the scrolls.

Of course they destroyed Clanky, so that value went way down.

Other than that, this group hadn't missed much.


Splinterden:

Untested. My PCs negotiated passage and a semi-permanent trade arrangement. Go figure.

I was going to increase the poison effectiveness to 2 saves for a cure, and make the Clockwork solider a full-fledged Emerald Automaton. I made the Iron Cobra a Adamanite Cobra.

That, and some tactics, like ambushes, etc, and I think this floor is pretty good to go.


The Godbox Prt 1:

I added +4 to all physical stats for the Trogs, and made Slaaaargh a lvl 1 Skald. Also, I forgot the stench aura.

The PCs eneded up shutting off the Godbox, and all 13 Trogs had gathered. Slaaaargh begain his song, which I decided was on a drum, and the Trogs started hitting at with an impressive +4 to damage.

The PCs killed 2, knocked out 3, including Slaaargh, and then the Trogs failed their moral check.

They woke up Slaaargh, and kinda negotiated, and thats where the game ended.

I plan to make the adept an equivilant level oracle, who has been buffing up the remaining 8 in the tribe. If negotiations go poorly, the remaining 8 trogs will have Bless, the +1 to hit oracle boost, and half will have Bull's Strength on them.

Also the stench aura will go off in spades - I decided they had perfume on to cover the aura before, so that's wiped off now.

Given the oracle and cleric are out of healing spells at this point, this could be good.


Drowned Level:

I just made this level have two big fights.

First Fight had the two water elementals, hasted by Jourqual, 2 summoned electric eels (so I dismissed Jourqual's eidolon).

There was a third electric eel, sacrificed to enrage the Mucklord.

Tactics
Jourqual asked the PCs if they wanted his research, they all said yes, and followed him to an ambush. They saw the memphit basically take off, and Jourqual summon 3 electric eels.

During the surprise round, Jourqual hasted the water elementals, eels, and himself. The normal water elemental grabbed the PC with the highest armor, and drug him over the waterfall. The large elemental charged and slammed three PC against the wall. For Jourqual's first action, he used his scroll invisibility and ran.

The fight was pretty dramatic all in all, with lots of close saves. Ultimately two things won the day: the Mucklord beat down the water elemental before the PCs (it was unavoidable), and an inventive character threw Quick Freeze oil on the Large water elemental, and that's when the large one retreated to the room with the portal.

The only useful things the eels did was do a group shock attack.

Second Fight The three sibilngs gathered in the room Dayana was research, with two Eidolons out and the shark. I redid the spells, and two creatures could have Bull's Strength, Magic Fang (from Jourqual, now out of lvl 2 spells), Ablative Barrier and Barkskin (from Senethar with 22 cha, so she now has a headband of +2 cha).

When the PCs advanced to this room, they could have had a surprise round.

Tactics for the siblings: Dayana casts haste, others hold action, then swim to bottom of room by the portal. I also gave Senethar a scrolls of Ice Wall - she uses it forming a hemisphere with all 3 siblings.

Senethar is now out of the fight, preparing to basically rupture this portal if necessary to save her siblings.

Dayana casts blur on the shark, then Senethar's eidolon. Jourqual summons up to 3 waves of poison frogs. If combat still continues, I gave both of them Daze Monster and Ray of Sickening.

When the PCs attempt to break the wall of ice protecting the three, Senethar ruptures the portal, making it one-way and accidentally increasing the volume. This forms a vortex, anyone with in 5 feet I ruled a DC 25 swim check. Those further out get -2 to the DC for every 5 feet, and I used a 3-d mapping system to calculate the DC properly.

Result: The fight was over quick due to some comedic effects. The same inventive PC decided to ride the shark. The attack of opportunity ruptured at least 1 vial of alchemists fire, which then set off the other 10 that PC had prepared. Then the two mage types cast magic missiles at the shark, and all of that basically killed it.

Senethar's eidolon almost killed one PCs. By redoing it, its basic stats were:

Senethar's Eidolon: Quadriped Base, Energy Attack-Cold (2), swim (1), gills (1), Grab (2), Rake (2), Imp Grapple, Weapon Focus (bite)
Damage:1 attack, +8 Bite/ 1d6+3, 1d6 Cold, Free Grapple - CMB +13, then 2 add attacks +7 (with grabbled condition, -4 to PC's Dex), 1d4+3+1d6 cold. CMD 26 to break, but, the Eidolon voluntarily releases at the end of its attack so it can repeat next round.
Stats: 34 HP, AC 17, Flat 14, Touch 13, Fort 6, Ref 7, Will 1, Move 40, +7 attack, +7 CMB, 20 CMD/24 trip

Dayana's Eidolon: Serpent Base, gills (1), swim (1), reach(1), cold (2), nat ac+2(1), push/5ft-Bite(1), Improved Dmg - Bite (1), Weapon Focus-Bite, Weapon Focus Tail
Damage: +7 bite/10 ft reach (1d8+2+1d6 cold, free push 5ft/+6 CMB attack), +2 tail (1d6+2+1d6 cold)
Stats: 34 hp, AC 22, Touch 14, Flat 18, Fort 4, Ref 8, Will 4, Move 20, +6 CMB, 20 CMD


Trading with the Bandits and Trogs:

My PCs are now actively befriending the bandits and Trogs. I've decided the bandits will trade with the PCs for items they can use, and the Trogs share what they have.

The first thing traded was the fog of horn and a masterwork dagger (so around 2500 gp value) for a amulet of natural armor +1 (2000ish value). I like this arrangement, the bandits asking for 20% more, and I'm going to roll for a few items before each game session.

Also, the PCs will now find, in town, a group of organized bandits is raiding close to Fort Inevitable using fog. This will throw another delima at the group.


The Townies!:

So the team took a break, and I expanded upon the town plots.

Writ met the PCs at the Red Shield when they woke up, and hired them to pursue a string of murders. Two mangled and munched-on adult bodies had been found in town, and three children had gone missing. She (erroneously) believed these to be connected.

The PCs met six more town personalities, and I added a sewer system (which was mentioned and not described) that allowed the doppleganger and skulks to roam throughout the town, as well as leave the town, undetected. The main feature was a cramped size, giving all non-dwarves/gnomes/halflings a -1 to hit and damage and preventing running.

I didn't change Nelle, focusing on her escape ability. The PCs intentionally ran into her first, and did catch her. They reach an arrangement when they realized she was selling items to feed her family.

The doppleganger I added Craft/poison as well as a few poison - oriented items. He really played the councilman, and it was an exercise in politics to get him investigated. He did try to run - try being the operative word.

Once it was clear the doppleganger was to blame for the town murders, but not the missing children, the PCs moved on.

The Hag I left unchanged, but the PCs met her while she was invisible and cast several Ray of Exhaustion on them. A cleric had a +1 Cold Iron Greatsword, which was the only weapon to get through her DR (10/cold iron). She did escape.

The PCs decided the reward wouldn't cover the cost of getting enough cold iron to take her down, and just reported a hag was to blame.


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At last....Splinterden!:

Tweaks

I gave the Gibbering Mouther a continuous gibbering effect (so a save every round), and a DR 10/blunt.

Jaris I made into a lvl 5 Alchemist with a Adamatine Cobra (not tested - he ran)

I made Tarrin a Level 5 Inquisitor, with a full Emerald Automaton body guard.

All the Emerald Automatons from here on out get:
- DR 10/adamatine (to be increased to 15/ada & magic)
- 10 ft electric aura Ref 12 when damaged under 50%
- 10 ft explosive (shrapnel) 3d6 damage, DC 15 to avoid, at 0 HP

I added to add a level to all the scouts/raiders, swapping Ninja for Rogue as suggested. (This didn't really end up mattering.)

As my PCs are 5th level, and they have far less than 10,500 per character, the reward offered was up to 6 chests filled with masterwork items (6 mwk light crossbows, and 6 mwk daggers or mwk short shorts plus a magic item worth 500 gold). Full treasure is given for capturing the item making the fog, and a head to question with speak with dead, half for providing information (preferable conformable with a head using speak with dead) as to where this bandit group is.

Outcome

My PCs first cleansed food from the Trogs/Level 4, a cook hit a 22 Cooking check to make it smell awesome, then they laced the steaks with poison. They used their trading relationship to convince the bandits that the steaks were fine - also, they were eating non-poisoned meat.

The PCs took the level pretty easily, most of the rogues were unable to fight back. The mouther injured several PCs severely, then Tarrin and her bodyguard finished off 1 PC after the mouther attack.

Jaris escaped with his cobra and 4 members of the guild who didn't eat or made their saves to rendezvous with Lenik.

The PCs then figured out a pretty good way to collapse the escape/entrance tunnel. This pretty much ended the battle with the thieves guild....for now. Lenik was...lets say not happy.

Plot

The next morning, Bolgur met the PCs as they woke. I used his name and basic info, but he is now significantly higher in level and head of the Order of the Nail. I like the contrast with him and Writ (who I have deemed head of the Order of the Gate).

That horn of fog the PCs traded to Splinterden was used to ambushed the Order of the Nail to great effect. OK, I added a bard to Splinterden's ambush party with an Alter Wind-type effect, but for the battlefield.

This lets the bard control 30 10x10 sections of fog to cover the woods allowing for the escape of his companions. Careful done, this simple magic item easily frustrates the Order of the Thorn.


Enter...the Clockwork Maze:

Tweaks

The maze made no sense - I removed all double switches but the center. In my maze, the center two switches control all other turntables, moving them by 90 degrees per switch, a total of 180 degrees gong form + to - (top to bottom). All other levers control 1 turntable.

This just makes sense to me - the Duergar who build this place had a central room where they controlled the level, it only makes sense they would....CONTROL the level.

Minotaur: He is now Adamantine Clad, as per the rules, with Boots of Expeditious Retreat (3 x day, 1st level caster).

Emerald Automatons: Added several (150% of the old total), and increased their stats as I did in Splinterden:
- DR 10/adamatine
- 10 ft electric aura Ref 12 when damaged under 50%
- 10 ft explosive (shrapnel) 3d6 damage, DC 15 to avoid, at 0 HP

Gorlath: Added 2 levels, Added Headband of Wis +2, and 2 scrolls of Fireball (caster level 5) made by Klarkosh. Gorlath has joined Klarkosh since the PCs wreaked his set-up in level two. He has 1st and 2nd level spells all memorized for healing healing at Klarkosh's request.

Klarkosh: I used the Technomancer re-imagining from the Forums, but made him a level two technomaner with an energy rifle that uses his spell-like abilities for fuel. This means Gorlath can fire 2d6 electric while Klarkosh rains down Ice Storm and Fireball.

Outcome

Quick Version: The PCs walked into the Minotaur ambush, and all survived but took a good bit of damage. The Minotaur retreated to Klarkosh/Gorlath, who switched the turntables to keep any PCs from following.

The PCs explored the areas and played with the levers while the Minotaur was healed up. The PCs were most surprised when all the turntables moved, dividing the party, and the Minotaur and Gorlath attacked half the group.

1 PC was left behind, and two others took a good bit of fireball damage by the time the other PCs opened an escape route. All the PCs ran.

Longer Version: The PCs approached from the stairs. To be fair, they did try to teleport down to this level twice (from the symbol marked Klarkosh). Both times I rolled and they arrived in room F14, where the Pech and his Cockatrice freaked out the explorers. They never opened the door in the room, and teleported back up.

Coming down the stairs from level 5, The Minotaur was positioned perfectly, as the PCs clumsily made a lot of noise getting through the door. The Minotaur was able to cast Expeditious Retreat before the PCs entered, and be positioned for maximum damage.

See the quick version here.

After the PCs retreated back to town to heal up and regear, I had them all text me the results of D20 rolls. I had esablished a table of what would happen next, where each d20 roll filled a skill check for an NPC.

The Results:

Gorlath beat Grulk's bluff, and realized Grulk had let the PCs through. Gorlath returend with the Minotaur and several Emerald Automations, whose DR meant the Goblins had no chance of hurting them and slaughtered them all.

Grulk barely escaped (his sense motive bean Gorlath's Diplo by 1) and passed his survival/heal roll to be able to limp to outside of Fort Inevitable.


To Town! And....return to The Clockwork Maze:

This was actually two game sessions that kinda morphed into one in my mind.

Tweaks

Ambush at level 1 - Seven Phase Spiders, 2 Bugbears with Skeleton template, Gorlath in back/by the spire (only casting mind affecting 1st/2nd lvl spells)

Ambush at level 3 - four barrels of oil and three exploding skeletons (from Gorlath)

Ambush at level 5 - the mudlord has been driven insane, and merged with the crab swarm. Each hit now does the crab swarm damage and the normal effects of the mudlord. (Klarkosh's welcoming present)

Clockwork Maze Tweaked as before.

Jauruan is a level 5 mage, who accidentally figured out 'blood magic'. (See below.) Feats: Silent Spell & Still Spell.

Outcome

Quick Version: Really happy with the Mudlord, the lvl 3 ambush was a good idea, and fairly happy with level 6 changes. I lowered the difficulty twice in level 6, because it made sense.

Long Version: This was a pretty good set of ambushes. The PCs had left the Emerald Spire for 6 in-game days, re-arming, making magic and alchemist items.

So most of the game got spent with in-town additions.

The PCs wanted to use the former Doppelganger/Councilman's house as a base of operations. I found an old but reasonable abode from the discontinued Dungeon Magazine that I thought would do fine. (The one I used was from Dungeon #38/Pandora's Apprentice.)

Also, one PC ordered a Pseudo Dragon that arrived. I mean, it was completely feral and as such was incapable of communicating with any spoken language (telepathic or not), but it was a pseudodragon. With a level of Barbarian. Watching the PCs trying to deal with that little beast was a lot of fun. (He ended up hanging out in the top of the 3-story tower attached to the building. Two PCs really like him and 1 is trying to kill him.)

Level 1's ambush did soften them slightly, but they bought a wand of lesser restoration, so the spiders net effect was negligible. Gorlath escaped again, as he planned.

Going straight to level 3 (as I've banned teleportation to level 4 until the puzzle is solved) to pick up a few things, I botched the execution of this trap, dealing far too little damage. Ah well. But, it would have been great if I'd gotten it right.

Then PCs then teleported to level 1, healed up, and back down to level 5. They found Klarkosh had driven the Mudlord insane by hitting it's former skull(s) underneath the crab swarm's food supply. The mudlord has absorbed all the food, and the crab swarm is surviving. I ruled the Mudlord's DR meant the swarm did effectively 0 damage.

This creature proved to be most challenging, and while the PCs did prevail, they were very low on healing spells at this point.

They were now convinced that Klarkosh would use every advantage to ambush them. They had been concerned about new creatures from the plane of water, but now pushed on to end it with Klarkosh.

Pushing on, they again went through the front door of level 6. This time, they had a series of ranged attaks (Mwk Light Crossbows with Adamantine bolts and casters with Rays). They sniped the Minotaur for a round and he started to retreat.

He almost got out of the room, then failed a save - he was now permanently blind. He tripped in the next room, and the PCs were on top of him. I made a mistake here, and Klarkosh got on a turntable to cast Ice Storm on the PCs. He then had a Automation flip the turntable going to safety.

But one PC figured out the lever in that room could reverse the talbe by 180 degrees. The PCs then destroyed Klarkosh in a round were my rolls were epic fail.

I decided Klarkosh had a dead-mans switch, and the two Emerald Automations with him and Gorlath then turned on Gorlath.

The PCs paused for 30 min (in-game) then pursued the main room. They killed the two Emerald Automations and the 1 assistant, take some damage from the traps before disabling the traps. These automations took the fight out of the PCs, and I'm not sure why they continued onto find Jharuan, but they did.

The found the secret door, then found Jharuan, or at least my version of Jharuan. When he first arrived, and awoke, he only had one spell memorized - magic missile. Desperate, he tried scribing the spell on a stone wall in the only writing material he had - his own blood. Amazingly, he was able to do so, and either memorize more of the spell or cast it as a scroll - at the expense of 1 str, dex, or con each time he drafted a spell in blood.

This is why Klarkosh kept the mage alive in my game - curiosity at this odd form of magic only viable inside of the Emerald Spire. Jauruan also has all of his spells memorized as Magic Missile - the second level spells were Silent, and the 3rd level spells were stilled and silent.

The group of Automations by the Emerald Spire would have ended the PCs, but they would have just retreated (which they easily could have done). I added a 'proximity' instruction from Klarkosh so they would not leave F8. Then the PCs could magic missle / adamantine crossbow bolt down the automations and move on.

When Jauruan cast a Still/Silent Magic Missile, the rogue was convinced he wasn't the mage they were looking for. Luckily, the rogue used a sap instead of a short sword to sneak attack, so Jauruan will come back next game.


Almost getting hung! And level 6 is finally explored, plus Rewards check:

Tweaks

I've upped the level and damage of the Hell Knights - I assume the average solider is lvl 4, with power attack, and a greatsword, so 2d6+9 (ish)

I made the insane Pech in F14 a little stronger, not that it mattered.

Doubled the force in F13, also changed how it arrived.

All the emerald automation's were modified as above.

Added a sonic trap the F15 (placed by the occupants in level 7). DC 18 fort or deafened for 1 hour. (Its loud.)

When PCs damage the spire, I decide a random effect happens based on the suggestions by Sword Emporer in the discussion thread.

Outcome

Quick: Really happy with the Hellknights threat level, very happy with the fight in F13, extremely happy I changed the logic of the turntables.

So the Hellknights finally questioned a bandit that knew something of the Horn's origins, and, when one barbarian resisted, this almost put the PCs to death. It was a combination of role-playing errors really, but the hellknights had the PCs well in hand the whole time - which I was very happy about.

The PCs finally explored all of level 6. (YAY!)

They ended up destroying the lever in F11. (Oops.) At this point I was glad I changed the logic of the puzzle so the center levers controlled all turntables.

What they did: used 3 snapdragon fireworks to after ranging down the three constructs I placed in the room. The 6d6 explosion finished one construct, that then exploded for 3d6 finishing off the second, which exploded for 3d6 finishing off the last construct, which exploded for 3d6. So, 15d6 later, the lever and its gear in the wall were no more.

Gold

My PCs are slightly ahead of the curve now. I ended up adding 80% more gold, although some of it was by accident. As a result, the PCs now average 13.5k. (I got curious and took inventory.) 3k above the lvl 6 goal.

Although its my bad on the one hand, I don't feel bad on the other, I just won't add as much to level 7.

Key gold additions:
- +1 Frost Dagger and +2 Int. Headband on Klarkosh
- A fully stocked paladin was stuck to the magnet in level 4 that my group retrieved - 9k in seven additional magic items
- 46k in possible full-value rewards for the Hag, Doggleganger, & Bandits (my group claimed about 30k, but sold most of it for less)
- 20 lbs of adamantine that was skinned form the minotaur (resulting in 2 weapons. +6k face value)
- Royst and Ilara bought power cores from the Emerald Automations and Spire Transport tokens to study (although Royst payed a lot less for his)
- Nelle buys magic weapons at full price and masterwork weapons at 75% of list


New Plots created or expanded:

Tweaks

Addition of Hurdu in level 4, and a Marid in level 5. I kept the tweaks for Sivik Slaagh, Grulk, and Jharun I had earlier given.

In addition to preventing normal planner travel, the spire prevents scrying. This gives the Goldenfire a reason to not know where their people are.

Plot

My PCs continue to sell weapons to the Seven Foxes via Nelle. A war is brewing, and Royst hopes the PCs all die in it. They deserve no less for siding with the Hellknights, and he hates that he is required to give them any money at all. But, those are the conditions of his backers.

This being the case, I've had to flush out Ilara and the Goldenfire Orer. I've decided Jharun and Ilara are brother/sister. This gives Ilara more motivation to help the PCs and keep the gold.

My brief back story for Ilara: Jharun was older, and was a tall and strong seven when their parents were killed by orcs. All Ilara remembers is the flame and screams, and her brother holding a wand they were forbidden to touch.

Jharun remembers it more clearly: the orcs ran his father threw, and while his mother was screaming and trying to catch the body of her husband, Jharun grabbed his infant sister and ran. Holding her in one arm, he used the other to open two doors, a desk drawer, and to draw the wand his father had told him never to touch. He turn just in time to see an orc charging at him, following his path. He then guessed at the word he heard his father say in the past to make the wand work.

The wand of fireballs badly burned the hand and arm he used to trigger it, and took out the house. The rest of the orcs ran. It was up to Jharun to bandage himself, calm his sister, and make the two day journey to town. Then he had to tell the townies what had happened. He sold the wand to buy food and logging for him and his sister.

Then he sold the command word to the captain of the guard, who couldn't get the wand to work. Then he sold the word again after the captain got himself killed with the wand. Then he charged more for lessons on how to use the wand....and by then the Goldenfire Order had heard of this young man and his wand of firey death.

This was the first move of many in his magic carrier; he has never backed away from the risky, as the crazier the move the more likely it is to work for him.

Ilara learned the opposite: her steadied and cautious approach was acclaimed by the mages that took the pair in. While Jharun was a force to be reckoned with, possible a danger that could not be set loose into the world, Ilara's approach and control was something to be truly admired.

The decision to let Jharun and Tiawask explore the spire without support had ultimate been Ilara's. However, guilt does not plague Ilara, only concern for her brother. She knows her brother; he would have gone without her blessing, and giving it was the only justification she would have to use Goldenfire resources to find him if something went wrong. In her experience, something will always go wrong. She can prepare for this eventuality, which is what she has done.

Getting separated from Tiawask was something Ilara had not foreseen. She now knows, without doubt, that Jharun won't return without his resent crush. It was the same basic behavior that had kept them both alive and feed as orphans in the months following their parents murder.

My PCs brouth Jharun out, and his sister got to speak with him for a brief time. Hearing he would return to this dangerous place sent Ilara into a rage until it was too late to speak to her brother. By the time she calmed down, all she could do was send a basic spell book with the PCs, hoping they would find Jharun and give him a chance in the Spire.

On his return to the spire, Jharun has united several forgotten NPCs that I buffed up. He meet the ostracized Grulk hunting in the woods, and the Hobgoblin was impressed with the mages silent/still magic missile (the only spell he currently can memorize). The Hobgoblin agreed to accompany the mage with the assurance that Klarkosh was now dead.

They waited a day for the fires in level 3 to burn all the lumber that was gather to feed the fire-based trap, then went down, quickly bypassing levels one, two, and three. Jharun knew the layouts, and the Hobgoblin could see in the dark.

They paused on level four, and Jharun solved the magnet puzzle (that my PCs never bothered with). More importantly, they befriended the Troglodyte tripe, that had been intimidated into submission my PCs. The leaders, Savisk and Slaagh (both level 4 in my game, Cleric and Skald) quickly saw the advantage of working with the persuasive Jharun once he figured out how to control the food, water, and reptilian summons.

I decided several of my favorite race from Dragonlance were summoned - the Hurdu (from TSR-DLA1, Dragon Dawn, one of my favorite childhood campaigns). These Alligator-men are significantly stronger than their Troglodyte cousins, but also not as bright. The leader, a level 6 Barbarian, found the mage annoying, but useful. (I further decided the Hurdu chief has the rage heal ability, letting him heal insane amounts by letting him use time from both his rage and the Skald rage aura.)

The group is preparing to venture forth. Grulk is training some of the Hurdu tribe how a ranger fights with two weapons, the Hurdu cheif is showing Trogledytes (through example) how to take hits. Savisk has an assistant trained enough for now (Adept level 1) and has started training of one Hurdu. The gates of level three are repaired, with a lever by the stair case, and the combined tribe of 21 is able to defend itself without its elders for a bit.

Soon Jharun (lvl 5 mage) will lead Grulk (lvl 3 ranger), Savisk (lvl 4 cleric), Slaagh (lvl 4 Skald) and the Hurdu Chief (lvl 6 barbarian) below, confident the two tribes posses all the basic skills A Marid now occupies level 5, fascinated that it cannot return except through the artificial portals in the level.

PC Rolls:

My PCs occasionally roll between games and text me the numbers. I assign them to skill checks after figuring out the outcomes.

This week their rolls will decide how the interaction between Jharun and the Marid goes, as well as when the Seven Foxes become violent with the Hellknights.

The rolls they decided will be: Diplomacy, Sense motive (resulting in 4 possibilities), then another Diplomacy/Sense Motive OR Bluff/Sense Motive for the Marid and Jharun. Should they throw down, I havn't decided how I'm going to handle all the combat, but I think out of game somehow.

The last 3 rolls will determine in-town effects, first a perception (by a hellknight guard) which will result in either bluff or diplo checks (from a Seven Fox) and a Sense Motive (by a Hellknight).


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Goldenfire Order correction:

My bad on the last post - Ilara is way older than Jharun.

Other reading:
https://journey-to-thornkeep.obsidianportal.com/wikis/goldenfire-tower
http://ragea.net/pathfinder/Pathfinder%20Online/PZOGWK0001%20Thornkeep.pdf

New plot concept - Jharun was a child when the Goldenfire order was started, and Ilara has a special place in her heart for him. I went with adopted mother.

The introduction for my PC who was a Goldenfire Order Initiate:

You were invited into a plush office at the top of the Goldenfire Order tower in Thornkeep. Behind a polished desk sits what can only be described as a very fat man in a plush, purple chair, cutting a steak.

As you enter, he glances up. "Come in...sit" he murmurs through the bite of food he was eating, and he waves at an empty chair with a steak knife. After finishing his current bite, he sets his plate aside.

"You don't know me, but I'm Timbor. There are plenty of mages in this order, but don't confuse me with one of them. I used to be Ilara's apprentice, if you can believe that, but I was quickly replaced by those with more talent for the craft."

"My talent is in running books and ledgers, and in an order dedicated to making money, that puts me in charge of much. As with most of the orders of this world, our name was once much longer. Orignially, we were know as 'the wizards you pay Gold to make Fire'..." he leans back, making his chair creak, "...I was there when this all started."

"I was her apprentice back then. Iliara and I were traveling here, with a bard and his young son. We were in these white tunics with some orange-ish symbols on the center front. They were for a play, actually, but the only dry things we had on. The trek had been wet and miserable."

"We didn't see the orcs coming. They jumped out of their ambush spots perfectly. The boy's father was killed in front of our eyes, with a single chop of an orc blade."

"The boy grabbed a wand out of Ilara's hands. I'm not sure if it was talent, rage, or blind luck, but through some force of will, he made of the fireballs stored inside errupt. The resulting blast killed several of the orcs, and burned him badly."

"Then Ilara had a moment. She calmly looked up at the remaining Orcs, and looked the largest square in the eyes. 'My apprentice failed to kill you all', she bluffed. 'I can either finish the job, or save him. The choice is yours.' "

"In all my days, I've never seen a dozen Orcs disappear so fast. Ilara felt obligated to see the child well - she and I took turns carrying him into town. Our first job was to escort a caravan, largely because the boy couldn't walk on his own. We took the money to pay for the healing spells, but the caravan only wanted the wizards in White Tunics with Fire. I had to modify the Tunics we actually used, to more or less what you see today."

"The boy's name was Jharun. After we healed him, Ilara kind of raised him. He became her apprentice eventually, but he never had any patience for good pay guarding travelers. He was always wild and crazy, and once he and a girl called Tiawisk got together, they just started exploring places mages should not tread alone."

"We actually made money on the ruins the two of them explored for a time. They would always find some useful piece of parchment or information, and selling that has actually expanded our horizons. We make money off the information trade now."

"So, I was never really opposed to the boy going off and being reckless. Until now. There is this damned...Green tower or some such nonsense. And the pair hasn't returned from it. Ilara is unable to concentrate on her work now, and every day we lose money. Jharun will never leave Tiawisk anywhere without going back for her, so even though I only need Jharun out, it does no good to rescue him without Tiawisk. I'll offer 5,000 gold for the return of the pair."

"Now, you'll get paid to go to Fort Inevitable, there is a caravan leaving this afternoon." He throws a white tunic with a fire symbol on the desk. "The thing to remember is...this is a brand. We take time every year to intimidate not only the Orcs tribes, but Goblin tribes and even our government with displays of magical fire. If anyone approaches the caravan you'll put this on, then make your hand glow with fire. Shout out 'These people are under my protection!'. They'll all run."

"Its easy once you've got the reputation."

Sovereign Court

Very helpful. I will be running for 7 starting in Sept., and will take your advice to heart.

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