
GM_Ravenath |

You are in Absalom, the mighty City at the Center of the World,
and you’ve always longed to explore one of the countless ruins of
failed conquerors that litter the plains outside the city’s walls.
You’ve heard rumors that one of the sealed siege castles has
been laid open by a minor earthquake. Word on the street is
that no one has yet entered the tower, which folks are calling the
“Fallen Fortress.” What better way to start a life of excitement
and adventure than by exploring its long-abandoned, dusty
halls and perhaps claiming its ancient treasures?
Flashback mode ON
One of the administrators of the Pathfinder Society is in front of you, in this office in Absolom.
-So what? Did you think you could meet one of the Grandmasters in your first mission? Ha! You have to prove you are worthy before that. And that's what you will try to do in this mission. -the administrator gets near a window and see as far as the other buildings let him see- You will go that way. I want you to infiltrate in one of the ruined fortress that help us centuries ago to repel our invaders. Now, all of that fortress are mere ruins, but could contain useful artefacts for the society. -then, he turns again to you- But you aren't there to retrieve treasures, beginners. You are there to retrieve Balenar Forsend, another beginner... but one that deserves our respect for what he has done for the Society up to now. He left Absalom heading one of the fortress, one that our sages call "The Fallen Fortress", because the ruined state result of the earthquake not long ago. Now, go! Retrieve it alive... if you can.
Flashback mode OFF

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How far away id this fortress sir? And anything special we should know about before we head out? Asks Eddy, his voice low and precise. Last thing we need is to run out of rations or supplies before we get there. Not to mention be caught off guard by anything...He looks side to side then raises an eye brow...unexpected.

GM_Ravenath |

Sorry, guys. Flashback Mode On/Off means that the interview with the administrator is a flashback. Just to brief the mission assignment.
The ruined siege castle now being called the Fallen Fortress
rises out of the churned earth of the Cairnlands. No doors or
windows mar the otherwise smooth expanse of the tower’s
walls. The tower is quatrefoil in plan; its eastern wing has
largely collapsed, exposing the interior floors to the open
air. Only the topmost level seems whole, though its eastern
portion hangs precariously over the mountain of rubble left
by the collapse. At ground level, the rubble frames a gaping
hole in the side of the building that provides access to the
tower’s darkened interior.

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When the rest of the group is ready to approach the hole, Torgrimson casts light on his speartip and gingerly illuminates the interior of the tower.
"My eyes are pretty well adjusted for reading in some poorly lit libraries, but I believe most humans would find this help useful."
As a reminder to the group, Tor has the clouded vision curse so although he has 30ft of darkvision, he can only see 30ft in normal light too. So if there's an enemy 40ft away call his attention to it won't you?
GM:

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Please ignore my first post
Thanks for the Light Torg.
Eddy steps closer to the hole to peer inside, staying near Torg incase of unwanted guests, no weapons are drawn however as it appears everything is deserted.

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"Be on your guard, comrades. There's no telling what we might find lurking about in here after all these years..."
Thovar touches his holy symbol of Abadar, a key tied 'round his neck, and whispers a quick prayer: "Guide our path and protect us from harm, O Abadar, lord of wealth! Some treasure would be nice, too, of course. But of course you know that!" He steps up to the others, ready to venture forth. "I can see quite well in the dark. My watchful eyes will not fail us!"
Thovar casts guidance and peers about, seeing what there is to see.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

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"A moment before entering," Senken casts Detect Magic and does his own examination of the opening. If no auras are detected, he will summon his own light and tell the others to proceed.
Perception: 1d20 ⇒ 12

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Torgrimson continues inside the tower. Stopping about 10 feet from the entrance hole knocked into the wall. If the room they enter is larger than the 20ft of normal light provided by the light spell, Tor will cast light on a stone or something lying on the ground (thus extinguishing the light on his spear) and toss it about 20 feet ahead of him.
I won't bother rolling an attack roll since any square 15-20 feet away will do and I don't think even a PC with 10 Dex can miss the floor ;)

GM_Ravenath |

As soon as some of you enter the collapsed side of the fortress, you can ear some snarlings from the inside. Only Thovar could see it in the dark, but thanks to Senken, all of you can see it: a pack of 3 ravenous dogs, looking you as food from the darkness of the tower.
Combat mode.
This is the combat map: Combat map.
Initiatives, please.

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Round 1
HP 11/11
AC 12 FF10 T12
F/R/W 2/2/2
Effects: None
Senken launches a crossbow bolt at the nearest dog he has a clear shot at.
Attack nearest dog, preferably one not in melee
Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 ⇒ 8

GM_Ravenath |

Torgrimson steps closer and jabs clumsily at one of the dogs, killing it in one blow.
Senken gets a perfect spot to shot one of the other dogs before anyone can get near it and kill him precisely.
Thovar prepares himself with his warhammer and his shield and gets near the remaining dog. But Keggen tries to kill him before that. He can't manage to hit the fast dog.
Taking advantage of the dog's last dodge move, Eddy finish it with a big blow with his heavy flail.
The silent invades the place once again, with the dogs's bodies decorating the rubble.
Combat finished. Very good dice rolls, guys! Next move? This is your position: map

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Eddy pears inside the dark hole, useing any bit of light he can. He keeps his flail at the ready in the event there are more dogs.

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"Well done, friends!"
Thovar takes a look inside...
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Thovar sticks close to the front-liners as they move inside.

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"Our victory was foretold, for we live to die in a greater battle yet. Let us march onward so we may meet it." Senken follows in with his own light spell, uttering an incantation to search for magical auras.
Cast Detect Magic and scan the room
Perception: 1d20 ⇒ 7

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"Hmph, nothing here but rubble. It's such a shame when a building falls into ruin like this. Wasn't there another door out there?"
Let's go into room 2 on the map?

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After distractedly thudding into a wall of rubble, Tor looks around sheepishly. "I guess I should go the other way."
Quickly renewing the light spell on the spear tip, To moves into the room to the north and looks around.
Perception: 1d20 - 1 ⇒ (12) - 1 = 11
If the group doesn't find anything of note here, Tor will lead the way into the next room, too. He will not approach the door to the stairwell until someone's checked it for traps.

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"Hmm..."Eddy surveys what is left of the building as the party tries to enter the north room. "Well my friends, I'd hate to say it, but there really only appears to be one way to enter this building." As he says this, he is studying the broken wall leading to the second floor.

GM_Ravenath |

The northern wing of the tower seems to have escaped the
worst effects of the collapse, but rubble still litters the floor
and everything is covered in a thick layer of stone dust. Thick
cobwebs cloak the ceiling and hang down the walls like gossamer
tapestries. A single archway stands open in the southwest wall.
When all of you are in, you listen a sound that freezes the blood in your veins.
Web falling from the ceiling: 1d20 ⇒ 1
A spider web falls from the ceiling, but nobody get stangled by it. Thanks to the light spell, you can see a giant spider in the ceiling, with his 8 eyes looking at you with hunger.
Ok, guys, initiatives and first round actions, please. You didn't notice that giant spider with your perception checks.
Your enemy's photo
Combat map

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Initiative: 1d20 - 1 ⇒ (3) - 1 = 2
Thovar steps back from the spider and casts guidance on himself, waiting until it comes down from the ceiling before trying to attack.

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Initiative: 1d20 ⇒ 20
Tor is startled by the sudden appearance of the spider. He kind of hates bugs. They tend to ruin books.
He casts Bless to ensure that his companions can quickly vanquish the creature.
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

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Round 1
HP 11/11
AC 12 FF10 T12
F/R/W 2/2/2
Effects: Bless?
Senken summons an icy beam to strike the spider before backing away from it. "I portend only death for this creature. Let us end it quickly."
Standard to cast Ray of Frost at the spider, move to retreat south to wall.
Inish: 1d20 + 3 ⇒ (4) + 3 = 7
Ray of Frost: 1d20 + 2 ⇒ (9) + 2 = 11 Touch AC, add 1 if Bless goes off before me.
Damage: 1d3 ⇒ 2

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[b]"Well this seams like a sticky situation!" Eddy exclaims as he rushes toward the Spider ready to strike when it comes into distance.
Move to sqaure on Right side of Tovar, Ready Standard Action to strike at Spider if/when it moves within range.
AC 17, touch 12, flat-footed 15
hp 14/14

GM_Ravenath |

Torgrimson reacts very fast to the spider's attack. He cast "bless" and his hands refulge with sacred energy that expands to his comrades.
Keggen readies his crossbow and shots a precise shoot at the spider, impacting his huge body. This is the first time you ear a big spider's screech.
Senken conjures his arcane energies and throw an ice bolt to the spider, but the bug reacts at time and dodge the attack.
Eddy readies his action while the spider decides to get down the ceiling.
Thovar decides to wait the spider, but he makes a sign with his hand, focusing his mind in the next attack.
The spider counterattacks against Keggen, throwing him a web.
1d20 ⇒ 18
Initiative order:
Thorgrimson - 20
Keggen - 9
Senken - 7
Eddy - 4
Thovar - 2
Spider
Only Keggen impacts the spider.

GM_Ravenath |

Torgrimson reacts very fast to the spider's attack. He cast "bless" and his hands refulge with sacred energy that expands to his comrades.
Keggen readies his crossbow and shots a precise shoot at the spider, impacting his huge body. This is the first time you ear a big spider's screech.
Senken conjures his arcane energies and throw an ice bolt to the spider, but the bug reacts at time and dodge the attack.
Eddy readies his action while the spider decides to get down the ceiling.
Thovar decides to wait the spider, but he makes a sign with his hand, focusing his mind in the next attack.
The spider counterattacks against Keggen, throwing him a web... and impact!
1d20 ⇒ 9
Keggen, you are entangled. You can scape with a standard action scape artist or strength check (this one at -4).
The spider gets near Keggen, his new lunch, and climbs down the wall nearest him.
Initiative order:
Thorgrimson - 20
Keggen - 9
Senken - 7
Eddy - 4
Thovar - 2
Spider
Only Keggen impacts the spider. Only the spider moves.
The new map
Round 2! Actions!

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Tor moves over towards the right hand wall, trying to set up a flank if the spider moves forward and stabs forward with his long spear.
Attack: 1d20 + 4 ⇒ (17) + 4 = 211d8 + 4 ⇒ (1) + 4 = 5
Don't forget to add +1 to your attacks from bless, gents.
Bless 1/10
Lvl 1 spells 1/4

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Thovar attacks the spider with his warhammer, feeling the guidance and blessing of the gods in his swing.
1d20 + 5 ⇒ (9) + 5 = 14
1d8 + 2 ⇒ (1) + 2 = 3

GM_Ravenath |

As soon as the Spider climb down the wall, Torgrimson sticks the spear deeply in his back. The spider screem again, spiting violet blood between his ugly jaws.
Keggen sees the fight just besides him, trying to get free from the web, but he doesn't manage to.
Senken concentrates his arcane energies and fires another ray of frost to the spider, striking only in one leg.
Eddy runs against the spider and makes an incredibly precise blow that finishes of the spider, which fall dead on the floor.
Keggen gets free from the web while staring the spider, looking for any final move.
The party continues to the west gate, Keggen looking for traps. All clear. But he sees a small cocoon holding the remains of an unfortunate dog. The desiccated carcass is still wearing its leather collar, which is studded with lapis lazuli stones and has a silver tag reading “Kita.” The collar might be valuable.
The party enters the western room and finds it almost completely full of rubble. A door in the center of the tower is open and you can say a spiral starecase that goes up to the second floor, and down to the catacombs. Sadly, all the space in the staircase is ocupied by big blocks of stone, that impedes you to use it to explore the upper floors.
So, the only way appears to be climbing the outside wall.
Please, climb checks for everyone.

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"Well that was fun."Eddy says as he wipes the blood off his flail. He walks back outside, putting away his flail, and looks at the wall for some kind of support grips then at the rest of the party. "Anyone bring the rope?"