The Emerald Explorers meet the Iron Allies as the threat of the Caretaker grows in the depths of the Emerald Spire. The God Box seems to be the only hope of turning the tide before the entire world turns into an uninhabited Crystal Wasteland. But to do that the God Box asks the adventurers to find his long lost family.
After a few days apart, the Iron Allies regrouped and plan their next step. There are whisperings of a group of "smilers" that have just arrived from Scrapwall, and they are looking for someone called Meyanda.
The party regroups and follws up on some of the new leads that they have accuired.
Malek is leaving Torch as he doesnt want the Black Sovreign to find him. He offers the Iron Allies some knowledge and a way to keep in touch with him if they are willing to be allies.
The battle continues against the formidable Rusting Man.
Several clues leads to the Junkyard, what nefarious things might lurk amongst the discarded items.
The downtime is over as the Iron Allies compile the rumors and clues they have learnt so far, and it is definitely seems like there is more going on beneath the rough rusted surface of Torch.
The party is realizing that Numeria is a very strange land, filled with even stranger people. And the town of Torch is no exception, but under the rough exterior seems to be a dark and dangerous underbelly.
The Iron Allies continue exploring Torch and its array of weird people that call it home. Khonnir had one request that he didn't want his daughter to have died for nothing.
The Iron Allies return to Torch after a failed mission in Land of the Linnorm Kings. At least the Pathfinder Society paid them half of the promised fee, which is something. And the Venture Captain told them that if something else comes up that they will get in touch, probably because not many adventurers like the snow. In Torch Councilor Khonnir Baine asks to see them and introduce them to the rest of the town council and the premiere entrepreneur of Torch Sanvil Trett to properly thank them for fixing the "torch" It pays to be Heroes!
A recently discovered a hidden pass that leads into Irrisen near the southeastern most point of the Lands of the Linnorm Kings, winding through rocky crevasses strewn with ice and prowled by winter wolves. Have caught the attention of the Pathfinder Society, and Calisro Benarry, the leader of the Horizon Hunters faction, is recruiting a team of daring and experienced Pathfinder Agents or in your case adventurers used to the harsh winter climate and willing to follow Ogthup, the one that discovered the hidden pass, through the pass and scout the area, hopefully learning about the state of Irrisen’s current ruler and any other information about recent goings-on in the isolated and cut-off land.
After meeting the Keeper of the Spire, they realize that stopping it and the forthcoming apocalyptic event will require some divine interference or possibly some more knowledge regarding the Keeper. Its a shame that all that might know is already dead or are they?
After a some weird shared dreams and the appearance of what looks to be a permanent gateway to Nesh, just what the party needed/wanted they will have to decide where and what to tackle next?
Gearing up for the upcoming adventures, its been a long time coming. Spend some time getting the Inn outside Fort Inevitable up and running. And getting to know their Bar manager.
The final push from Clockwork Tin Men to finally destroy the Primals, close the portals and make sure the door remains closed.
After killing the Lich, the party claimed their wish from the Demon Lord Abraxis. The wish would have the followers of the Demon Lord act on requests from the Emerald Explorers as it had come from Abraxis himself.
The Emerald Explorers venture on, trying to press their advantage against Nhur Athemon. Maybe they can locate the phylactery before the Lich knows they are there. The elevator disk comes to rest at the bottom of the shaft after an incredibly long descent. Here, wide stairs descend to a broad foyer. Two huge stone double doors loom at the far end of the room—an ancient inscription is chiseled into them. Arches to both sides of the stone doors reveal side halls flanking the one leading to the doors. A red light flickers in the darkness beyond the left-most arch.
Session formally known as "What rhymes with Brothel"
Several leads have brought the Emerald Explorers to venture into the Darklands. The main mission is to find and bring back the Nephilim, and find Chompa. There is also the additional bonus of finding some Sky metal deposits to further construct additional items. They know that there is most certainly some truth to the rumors of deposits as recently there has been a Dwarven Expedition from the Five Kings here lead by an expert in the forging using sky mental. This expedition is presumed lost!
Time to face the Mistress of Thorns and end the story of Nugtuk! More information can be found under the campaign primer regarding potential allies and what side quests are available, left undone.
Its time to make the choice, continue down further in the spire or open the doors and find out what's inside?
Traveling to the Emerald Spire after taking a well deserved break and attending the big celebration. The forest feels weirder than normal and more inhospitable, almost like the forest is expanding. After a quick stop at the Oreena Hollysong, you arrive at the Emerald Spire. The spire itself looks like its growing taller and reforming, or that could just be an illusion. The calm forest is disrupted by the shriek of Dragons!!! Three of them swooping from the towers, the look semi corporeal and seemingly channel the magical energy of the spire.
The party continues after a rough start to the night, what else can the Emerald Explorers get themselves into ?
You have all been invited to a big celebration at the Juliver Arms that features Fidgit & Co and introducing Chompa as entertainment. All the upper crust of the socialites in the area will be attending, you are lucky that you know the band otherwise you would not be invited. This is an ample opportunity to rub shoulders with the elite and make new allies and friends.
After the grueling encounters with elementals and all sorts of beasts in the Magma Caves the Emerald Explorers need to make a difficult decision on what to do next. A wrong move here might end in their untimely demise.
The Emerald Explorers find their way to the Witches Hut, Dune helped them by noticing the tell-tale markings of the Druids all around the woods.
After wandering around the Echo Woods looking for signs of Demon infestation, the demon finds them!
The Emerald Explorers are setting out to find the Demon or whatever it is that is causing havoc in Echo Woods. They start out in Fort Inevitable to try and get some current information of where it could be in Echo Woods before setting out into the wilderness.
Fully rested and carrying more than a dozen severed snakes heads and monster heads the valiant Emerald Explorers make the journey up to the lair of Klarkosh the Clockwork Daddy and self-proclaimed Emerald Lord. Wil the offerings be enough to buy their freedom and gain a powerful ally that can teach the willing more regarding the mysterious amalgamation of Emerald magic and clockwork technology?
Recovering after taking down the powerful mutant snake sorcerer Uzar-Kus the party have plenty of loot to distribute. But they also need to figure out where to go from here?
As you slowly regain consciousness you realize that this isn't the afterlife, but a smelly prison cell. You are lucky that the Snake people like their meals warm and wriggling. And you are not the only one held prisoner here? Can our heroes mount another daring escape or will this be it for them, tune in and find out same snake channel, same snake time.
Having fought numerous snake people and a variety of charming spellcasters, the party now stands Infront of a door that might lead out of this snake filled level. Having heard the creatures on the other side speaking in the language of the giants Jotun, confirming that this is indeed the way down. And the passage is guarded by a couple of unknown creatures Ogres or Half giants.
Joining mid-fight with "invisible" water elementals, portals and now also a weird robot, mermaid, merman, Mer-robot?
Travelling back to the Spire and braving the waterlogged levels, the top explored levels are still quiet and deserted. The first waterlogged level is also mostly deserted, the clumps of death tissue have started clinging together is corners of the dungeon where the currents push them. Fish and crabs are feasting on the flesh of the dead, but will scurry away when your magical lights hits them. The pathway to the lower level is still open and easily accessible. You all journey down deeper into the depth of the earth. The ramp winding down from the level above ends in a flight of stairs leading to a dank, low-ceilinged room. The curved surface of the Emerald Spire takes up the northwest corner, and to the east is a broad stairway leading down to a dark passage. A small archway leads out in the south wall. Several toad-sized crabs skitter about. The broad stairs lead down into a wide hallway. There are two hallways on the south wall and one on the east. There is something large and sleek moving around in the wide hallway, this was the creature that took a bit out of Nugtuk a few sessions ago?
After the screams of the Cultists have died down, you carefully enter the lair of the Followers of the Flesh Father.
Having made their way out of the tunnel system, and finally reached the surface after what seemed like an eternity underground. The tunnel exit links up with another tunnel network that is part of the Emerald Spire complex. Topside there is the well-hidden campsite set up with supplies that seem to be some sort of semi-permanent setup, but fortunately its empty for the moment.
Can the party escape the blender?
Let's see what we can catch after swimming and breathing in some of the Zombie Meat Clouds?
The Emerald Explorers return to the Spire and hope to reach one of the lower and allegedly flooded levels.
After defeating the denizen of the first two levels of the Emerald Spire, our intrepid party regroups and shares in the loot and decide if its time to go back to town and rest or push further into the unknown darkness.
As travelers emerge from the Echo Wood underbrush, they find themselves staring up at a ruined keep guarding a broken central tower, all made of smooth, green glass. It’s obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris. At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to steal light into its inky depths.
Extinguished Torch: The violet flame that has burned atop Black Hill for over a century has gone out, leaving a strangely seeping pit of rubble and bubbling fluids where the town's livelihood once glowed day and night.
Travelling to Echo Woods and a couple of hours out from Fort Inevitable they encounter the remains of a group of travelers...