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Emerald Spire Session Notes

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Emerald Spire Session Notes

Post  Magyc on Tue Nov 21, 2017 3:34 pm

11-14-17
Group consists of Storhoi, Lazuli, and Kalmindon
Three order of HellKnights at Fort Inevitable- Order of the Pike (Anti-Monsters, dominant group), Order of the Nail (keeping roads clear) Order of the Gate (Magic using). The Pike headquarters in the main 90 ft citadel, the other two have smaller barracks nearby.

Small town population under 1000, base value of 1300, purchase limit of 7500. Spellcasting up to 4th level. There is another town in the area- Thornkeep.

We purchased one letter of warrant for the party as a whole. 30% of what we find is owed as tax, good for one year.
Bought from Citadel. Businesses in town - Helmed Lady tavern, Seiferd's Ptions and Reagents, Ryllan's Amory, a book binder (where we bought paper, ink and waterproof scrolls), Red Shield Tavern, Julliver Arms Inn, a market, a bulk good dealer, a chancery, a mason. Also saw one dilapidated builiding Hellknights may auction off, though someone may be squatting in it.

Heard name in tavern of Abenord Raist, man who was knowledgeable about Spire. Went to see him, given 2 jobs on spec- to map level of the Spire for payment, and to find the object that his sliver of sky-metal came from (1500 gold to bring that item back).

Said Spire may be of Azlanti origin, but he thinks it was something else. Warned us of rumor goblins at or near spire. At spire, it is in the center of a glen 500 yards wide- no trees at all within the area- none grow in the radius. Goblin rumor turned out to be true as we tackled a small tribe through the ground level. One of them had partially assembled a mechanical construct. After we cleared level we found stairs up and down. Heard shuffling from below. On a crystal spire in the center there is a sigil the size of a human hand, that we had seen before.
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Magyc

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Re: Emerald Spire Session Notes

Post  Magyc on Fri Dec 01, 2017 1:39 pm

11-21-17

Raist bought the part of "Clanky" that we salvaged. He thinks the Azlanti number represent the levels of the Spire. He has heard of Spire tokens that act as teleport points.

Lazuli and Kalmindon turned in early, Storhoi celebrated into the night. Next morning we were approached by man who heard Storhoi boasting the night before. Timbor was apprentice to Illyra Starcloak, leader of the Golden Fire order in Thornkeep. Typically its members work solo. Has a good reputation as magic using mercenaries. Wanted to have us come to Thornkeep to take on a job for them.

Decided to go. Went to Thornkeep (BV=1400, PL=7500, Spell =4th_ Illyra offers us job. Gives scroll with a pic of the Door of Seven Stars. Brought by members of the Order from the Emerald Spire 3 weeks ago. The door in in Thornkeep in an underground Vault that may be as old as the Spire. We have to collect Stars that act as a key from the Accursed Halls. Search the Halls and come back with the gems, and she will pay us the value of the gems plus 30%.

Halls were occupied centuries ago by Goblin tribe, and there was a famous goblin chieftain in the area long ago. 600 GP reward for attempting it even if we find nothing. Entered Hall, ambushed by centipedes that were kept fed at entrance by Goblins. (Kalmindon dispatched them instantly with his newly purchased longbow 2 shots, 2 kills)

Next room had demonic statues, ambushed by well hidden goblins. Descended, found crushed goblin by a suit of magical chainmail that Lazuli put on. (Dead goblin had stolen it). Next room- Open chasm with a set of columns that could be used to cross it. Kalmindon starts across, attacked by Stirges. Dispatched them and we all cross, some with ropes. Kalmindon falls 30 feet on his last trip across (nothing at bottom). Continued on, heard goblins chattering. Attacked, and killed 2, followed remaining one into another ambush with a more power goblin leader, in a room with walls studded with yellow crystals. Then took short rest (2 cure light spells remaining)

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Re: Emerald Spire Session Notes

Post  Magyc on Tue Jan 23, 2018 4:06 pm

1-16-18
Entered into mist shrouded chamber, each of us was presented with an image of great fear, but all were able to overcome it.  

Next room contained a 20 foot statue of a man carrying a tome.  As we looked around. two creatures launched off the ceiling at us.  They were very formidable and badly hurt Lazuli and Storhoi.  After killed them Kal attempted to climb statue and pry chest compartment open-could not.  Storhoi did climb and with crowbar was able to open it.  Found a short sword and a gem.

Made it back to the balcony we started at.  We went in through a locked door into a shadowy room.  Three adventurers lay dead on the ground around an open sarcophagi.  They had no physical wounds.  They did animate and come after us- they hit very hard and one dropped Lazuli.  After they were defeated, an actual shadow came after us.  Lazuli and Kal pelted it with positivie energy while Storhoi did all he could to keep it busy.  It dropped a gem.   Remembered that one of the adventurers we found had a missing poster dedicated to him.

Having been badly hurt and Storhoi horribly weakened by the Shadow, we exited the dungeon taking the corpse and its signet ring .  Stopped at apothecary, bought a potion of lesser restoration for Storhoi and some Cure potions.  Updated Starcloak on our progress, and dropped off body to Blue Basilisk mercenary troop to obtain reward.  

In the morning, returned to the dungeon.  Found a terrible stone idol with orange jeweled eyes, which we pried out.  Next room- the area was soundless.  Four skeletons attacked us with arrows, but they went down much faster than the undead we faced the day before.  The room was filled with a pool of luminous green water with ceramic gems at the bottom- Storhoi gathered a number of them.

We came across a pit with a skeleton at the bottom dressed in rusty mail.  Deteremined it would take too long to fix it up, and left it.  We found the last stone in the mist filled room we had hurried through the day before.  We then returned to Starcloak and collected our reward.

She then told us of two her guild that went to the explore the Emerald Spire several weeks ago (Jarren and Tvariash).  They had not returned. A male conjurer and female transmuter.  Find them and return them for 2000 gp reward, if returning corpses-still a reward.  Timeber will be our liason at Fort Inevitable to make reports to at the Julliver Arms.  We then took the 6 hour trek back to the Fort.
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Re: Emerald Spire Session Notes

Post  Magyc on Tue Mar 20, 2018 1:54 pm

We returned to Fort Inevitable and sold off the goods we had liberated from the dungeon under Thornwood, and paid the Hellknight's tax.  I asked Hellknights to appraise the abandoned building as a potential lodging in town for the duration of our Spire forays.  We waited a few days in town resting and letting Storhoi recover his strength.

Set out for Spire again on 4th of Desnus, afternoon.  Another 2 hour trek.  We went through the first level we cleared of goblins and proceeded UP to the second level.  We found a room with bed and side table, and some cooked bird.  Someone had been living here, but we could not tell who.

We then went DOWN below the 1st floor.  Killed 2 zombie goblins enroute to the next level.  Descended 50 feet.  Level is lit by luminescent mold.  First room- grisly experiments grafting humanoid and spider parts together.  Cage drops in center of room, Storhoi dodges it.  Another cage contains a skeleton in a harness.  Found 2 male bodies, dead less than 3 weeks.  Also in this room found Parchment with Azlanti markings, and a sigil with the number FOUR in Azlanti.

As we proceeded through the level, Storhoi and Kalmindon feell through a trap door worked by a spider, who tried to shut it on them and web it.  We identified it as a moon spider, an intelligent predator with a powerful poison. Fell through their trapdoors several times.  We were able to kill them every time they ambushed.

Next room covered in webbing, corpse hung in the middle.  Ambushed by spider who tried using the coins jingling in corpses pocket as bait.

Next room- Floor blocked by rubble, skeleton protruded from rubble.  Appeared to be a priest who was dead a very, very long time.  Room had a freestanding piece of furniture that fell apart when zombie like creature lunged out at us.

NExt room- was completely dark with 4 stone caskets  We opened first casket, six skeletons emerged , dispatched them.   We then found an elaborate trap constructed to appeal to treasure seekers- a closed chest out in the open.  Activating it would cause the roof to come smashing down.  Kal dodged it the first time, but took a solid shot to the head the second time when we managed to get it open.  Only contained a taunting letter.

Next room- Skeletons and powerful necromantic foe hiding behind curtain.  Managed to cause up significant damage before we were able to dispatch him.

Went back to Spire to tackle next level. This level we were met with barricaded door with humans behind it. Fighting ensued with Kalmindon shooting back at the bandits through their own arrow slits. Parlay ensued, they offered to give us access to lower levels of dungeon for a price. We heard them bring in reinforcements and the battle resumed. We got access to the room and dispatched these bandits.

It appears they have made at least parts of this level their lair. Continued on intending to clear the level of their presence since they could not be trusted to negotiate. Found what amounted to their prison/cell room, was attacked by hideous creature from under the bed. Lazuli went down, almost was killed by it.

Returned to Fort Inevitable after clearing this level.
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Re: Emerald Spire Session Notes

Post  Magyc on Mon Mar 26, 2018 7:17 pm

(Session 6, 3-20-18)
After massacring the dining bandits moved on and checked pantry, nothing of interest.

Moved on to Room 2- Filled with cages of small mammals. Handler used Color Spray on Kal, blinding and stunning him, while Iron Cobra bit Lazuli and rendered him unconscious. Storhoi had to hold the line until Kal shook it off and killed the handler, then they killed the Cobra. Handler had been creating various kinds of poisons and antidotes that we took with us, and decided we would free the animals before we left...at least the animals we liked.

Room 3-Behind door were stairs going down to natural cavern. Bypassed for now.
Room 4- Tables, bubbling vats, flasks, and alembics in this room.
Room 5- Barracks- Maps on the wall showing how to get by traps in the ruins. Will have to examine maps in detail later. Nothing else of value.
Room 6- Small room- appeared to be the personal quarters of Lennec Hastenfar, a very good woodsman and the leader of this bandit company. Took the journal with us.
Room 7- Down a short set of stairs, narrow arrow slits looked out on the passage to the next level we had seen from the other side. Dispatched the guards watching over the area.
Room 8- Went down into the natural cavern we bypassed before.
Room 9- A Bedroom with a fine rug and large wardrobe. "Tarrin" greeted us here and we struck a bargain as she respected our threat. She would give us free passage to and from this level, including showing us a tunnel directly to the outside, 1500 feet into the woods. In return for us giving her first choice of non-magical texts we pick up from the lower level.

She told us of a man named Klarkosh (a foreigner from Numeria) who was the mastermind of this part of the spire, residing in a level below. The bandits periodically pay him tribute, and he seems quite powerful.
Apparently he threatened to unleash a clockwork army on them.

She offered several times to help us ambush Lennec when he returns with the bandits he went out to raid with. Apparently she likes the idea considerably. This was in response to our questions about whether he would approve of the bargain she struck with us.

We were still going strong so we proceeded to the next level. We did not find Klarkosh- instead we found an incredibly hospitable trogdolyte, who insisted we pay tribute to their god. We determined the tribute ( a few metal weapons) to be quite cheap for the free passage he offered us, and he seemed sincere. We followed him and tossed the weapons at their "god" and they stuck. This was a phenomeon we had seen before, although not at this massive scale. Impressed that the god accepted our offering, we got a tour of
both the Blue and Red trog dens in the area. It became apparent how two different tribes could get along in close proximity when we saw all their food and water needs were met by their "god". This was a little more perplexing, as it was not clear where the fresh water and fresh...meat....were continually supplied from.

Our guide did not know of Klarkosh or his clockwork servants. They referred to their god as Scrog Un Thog, ("god in a box"). As part of the acceptance of the sacrifice, a portal leading down to the next level of the Spire was opened to us. When we want to come up, we need merely signal the trogdolyte who watches over that door.

We proceeded on down. We were immediately greeted again, this time in a much more hostile fashion. When challenged why we here, we said we were here to eliminate Klarkosh- apparently the merman, his lobster/crab companion, and giant frog he summoned were agents of Karkosh. ("I will kill you in his name") After killing his lobster companion, the merman ran.

We looked in a small storage room nearby- only found rotted supplies.

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Re: Emerald Spire Session Notes

Post  Magyc on Tue Apr 03, 2018 4:54 pm

3-26-18
Following the merman's path down the tunnel- waded through two feet of water. 1st room had thousands of carnivorous crabs- we bypassed.

Room 2- Filled with cleaner water and had a waterfall in it. Attacked by medium-sized water elemental. We were able to quickly destroy it.

Room 3- Room where the waterfall poured into- churned up, murky water.

Room 4- Had tables a foot above the water level. Stacked with crates and bedding. Ambushed by much larger water elemental, which used cleaving on us multiple times to great effect.

After being beaten up quite soundly by the large water elemental, we debated about whether to rest with the bandits or the trogs. The trogs were so hospitable upon returning that we decided to rest with them, and it went fine.

We descended again and 3 frog like creatures crept up on us as we navigated the water filled passages. They were easy to dispatch and we recognized them as water mephits. All of us were spit in the face with acid, though Kal was unaffected.

As we moved to rooms with deeper water, Lazuli cast Air Bubble on each of us to forestall drowning if there were trouble, reminding everyone that it would last five minutes and no more, multiple times. As we tried to open a door in a deep water room, we were ambushed by mud lord. It first almost smothered Kal and then almost smothered Lazuli. The combination of fighting in water against something that was amorphous, grappling, and spell resistant almost proved too much for us, but finally it dissipated in the nick of time. We were badly beaten, even worse than the large water elemental encounter, and returned to rest with the Trogs.

After another long rest we made a third attempt at the water level. We were greeted by the merman again and a parlay ensued. Negotiations faltered and both sides agreed to combat- Lazuli was willing to spare the merman to hopefully get his assistance, but he did not survive his engagement with Kal. His lobster creature disappeared upon his death- apparently it was an eidolon.

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Re: Emerald Spire Session Notes

Post  Magyc on Tue May 22, 2018 4:47 pm

We proceeded to the room with the waterfall and opened the door. The water flow pushed us into the corridor, head over feet. Got pushed past several doors until the current waned.

We opened a door and found the water held back by a force effect. Kal stuck his bow in the opaque water, and a creature ripped it out of his hand. He went in after his bow-it is the most valuable thing he owns. Had a lengthy underwater battle versus the a bunyip.

In the next room, we found an undine female in the pool. Questioned us about what we were doing here, and told us this level of the Spire was full of portals to the Plane of Water, portals that can go in either direction. We asked her about Kalthoth and found they work for him and offer knowledge. He considers the Spire his. He does require them to act as guards. Again we were told of his construct minions. Only know that he is below them, not too far below. She knows of the two mages we seek- they made it lower than this level.

She said her sister was in charge of this level. She is the one who deals with Klarkosh. She extracted a promise we would not killer sbilings- we did not tell her about what had already happened to her brother. Guilt is low as we gave him every chance to surrender or withdraw.

Next room we found 2 closests, contents ruined by water. Next room, a narrow ledge looked out over water. Spotted a long serpent like shape 12 feet long with a very colorful body. It was a giant Moray eel. Kale used himself as bait, and with careful planning we dispatched it without getting hit.

I recast Air Bubble on all of us to guard against drowning. In the next room we found the Undine's sister, along with a construct made of parts including a shark's tail. She used a dagger, the creature used a ranseur. Storhoi was killed by the construct! Mad We found a parchment with an Azlanti sigil, which in Aquan said "8", and Spire transport tokens.

Debated on how to help Storhoi. The Temple of Silence in Fort Inevitable probably could not help. Temple to Abador also not powerful enough. Started the trek back to Fort to get scroll of Gentle Repose, then to Daggermark, 8 days away. We buy wagon to haul poor Storhoi and sell what we can for what will be pricey fix to our mistake.
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Re: Emerald Spire Session Notes

Post  Magyc on Sat Jun 09, 2018 8:24 pm

We paid for Storhoi to be raised in Ustalav. Twenty two day round trip for the raising. (Restored 1 of 2 of his negative levels)

Arrived back at the Fort the 1st of Sarenith. Met with Abelanard to provide update, and he paid us for the completing mapping of a Spire level. Set out for Spire on the 2nd. Used Spire transport token to go to level 5. Kal had acquired a new fireball and he used it a few times on the crabs.

Went down to level 6. Red and black levers were on the walls of many of the rooms, which shifted around bronze wall which either provided access to certain halls and passages, or cut off access, depending on their position. Started enountering some clockwork creatures, but they went down to arrows.

Found Klarkoth, partially coated in gold and with a construct. His lair had whirring fans which made moving hazardous. He was megamaniacal and thought we were spies, conflict was inevitable. Kal and he traded fireballs, and then he and I traded Blindness- his landed, mine did not. Luckily Storhoi's axe cut through his metal plating easily, which greatly surprised him, and he turned invisible and ran. Kal was exhausted and I was blind, it was a long walk back the fort.

Paid clerics in the Fort to restore my sight, and we returned to the Fort the morning of the 3rd. Ambushed by zombies and snakes enroute- they were much hardier than those creatures are typically know for. The had embeded in them some green crystals that clearly came from the Spire, and they strengthened necromantic energy. The zombies bones also had etching on them, of a skull wearing a majestic crown.

Klarkoth had moved the levers around and made finding the path back to him very difficult. Additionally, he had a construct holding some of the levers so we could not move them...it took Storhoi and I together to overcome this.

We did find Klarkoth's journal- it had designs for automatons powered by crystals. He intended to build an army to take over the River Kingdoms. He was turned back from exploring the lower levels by some fiendish trogs.

We finally got our rematch and found he was not a bad tactician. He used his room and some spells like stinking cloud to prolong the battle, but this time I went right for his mind and crushed it. He had a hostage this time- one of the wizards we were to rescue. The other one had escaped. I had discovered a spell that lets one converse with a demigod or deity, and I tried to locate one and ask the question. As I did so, my mind was instantly clouded and thinking became quite difficult, as did recalling things I had known before. Apparently this was some kind of punishment. The effect was so strong I could no longer use my psychic magic- thankfully the spells bestowed by Shelyn were unaffected. We took what we found in Klarkoth's lair and returned to the Fort.



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