
GM RePete |

Secret Squirrel dot here. Upon posting (literally anything) immediately delete you post and it should show up under your campaign tabs.

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GM RePete |

The ship sways gently back and forth. You've been aboard the Grinning Pixie for almost a week, and yet none of the crewmen will speak to you. You haven't seen the ships captain since you left dock, when you were told "Society wishes you all to investigate a recently discovered ruin, just north of the Shackles. Get aboard."
You are in a small, cramped cabin with several other individuals. Somewhere outside this cabin, a storm rages.

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A cloaked figure steps into the room, pulls back his hood and a male human gives a beaming smile to everyone. ”A beautiful day to be alive, even with the storm outside."
"Hello everyone, I am John Carlos. Pleased to make your acquaintance.” John shakes off the water from his crimson cloak and underneath you see an odd vest with small leather flaps sewn onto it.
He sets his backpack on a bunk and looks around still smiling, ”the waiting is always the hardest part.”

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"No, I'm fairly certain the pot-scrubbing is the hardest part," the youthful looking Chelaxian warrior interjects with a non-sequitur, as none of you have been scrubbing pots or making beds, "Or making your bed to the sergeant's liking."
He chuckles after the last bit. The tall warrior who, over the past week, you've come to know as Pavo continues. "I must admit that the Plane of Earth and its sturdiness, its stability, seems quite beautiful to me at the moment with the ship rolling like this."
You have also come to know Pavo to be a Shelynite and a defender of art and artists. He boarded wearing an elaborately etched suit of banded mail depicting curling vines and grape leaves, though he has only worn plain clothes since embarking. He also wears a pair of bronze pendants inscribed with names in different languages that sometimes slip outside his shirt. He has a warm personality and gives away his friendship easily to anyone willing to accept it.

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Egg nods his head at his companions' words while laying in his bunk, sharpening his daggers...
"Master Chung always taught us, patience is a virtue...I traveled by ship further than this to get to Absalom from Tien Xia. However, accommodations were not quite so cramped, the sailors were friendly, and the weather not quite so harsh..."

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"The waiting isss inconsssequential... The time of action isss what mattersss. Jussst be ready for whatever isss required of you" hisses a huge and muscular Nagaji carrying a greatsword upon his back.
"Thisss one isss called Yelek and it'sss here to ssserve" he adds in a tone devoid of any discernible emotion.

GM RePete |

Suddenly, the cabin door bursts open to reveal a stout bearded dwarf. He looks you over and motions for you to follow. With a mean utterance of "Come." he turns and walks away.
The man leads you to the captains office aboard the ship and opens the door for you. Once you've entered, he shuts it and disappears.
As the Grinning Pixie lurches and sways in the storm, Venture Captain Calisro Benarry of the Arcadian Mariner’s Lodge grins widely as she slides a clay jug of strong Sargavan rum across
her table. Though broad-shouldered and half a head taller than most humans, the intimidating half-orc speaks with an almost childlike excitement in her husky voice. “My apologies for all the secrecy” she says. “I had to make sure some pirate rascal didn’t catch wind of our mission. Now that Drenchport’s a week behind us and we’re hugging the Eye of Abendego, it’s time to give you lubbers the full run-down.”
Benarry waits for the jug to make its way back to her, then takes a long swig. “I mentioned in Drenchport that the Society wants you to explore a recently discovered ruin somewhere north of the Shackles. Well, that was partly true, but it wasn’t exactly the whole story.” Benarry’s eyes narrow and her grin becomes unsettlingly sharklike. “We’re actually sending you to the Gloomspires, to Old Sevenfingers’s tomb.” Chuckling softly, she slides the jug back across the table. “Here, have another nip. Looks like you need it.”
The Gloomspires are an ancient field of massive stone columns that rise from the Arcadian Ocean. Most sages say they were already old when the Ghol-Gan Empire was young. The Gloomspires are hollow and contain many chambers and passages, all of which are believed to be cursed, monster-infested, or both.
Since the time of Ghol-Gan, many of the Gloomspires have been explored, and some have even been claimed and repurposed by other beings. Of these, Sevenfingers’s tomb is the most well known.
The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and plane- traveling magic very difficult, though summoning spells tend to function normally.
The Gloomspires were constructed during the Age of Serpents by a humanoid race of powerful sorcerers called the Makers, who are believed to have escaped enslavement from some nightmarish realm and fled to Golarion.
Sempet Sevenfingers was a legendary pirate whowas active in the region 300 years ago.
From his dreaded flagship, the Voracious, Sevenfingers commanded a small fleet of pirate ships. He was feared and despised for using cannibals and madmen to augment his boarding parties.
Sevenfingers was a powerful wizard who dabbled in necromancy and communed with evil outsiders, entities from the Dark Tapestry, and other beings from unspeakable realms beyond Golarion.
Sevenfingers had dealings with the denizens of Leng. His flagship, the Voracious, was actually a black ship of Leng, gifted to Sevenfingers by his dreadful allies.
-Posted with Wayfinder

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Being from across the sea, Egg has no knowledge of this area nor its history. He just nods at the Venture-Captain and awaits further information, recalling Master Chung's old saying, Tis better to keep mouth shut and be thought a fool than to speak and remove all doubt...

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K: Arcana 1: 1d20 + 5 ⇒ (4) + 5 = 9
K: Arcana 2: 1d20 + 5 ⇒ (9) + 5 = 14
John enters the room smiling, content to finally be doing something. Nodding at the Venture Captain, he takes the offered jug and takes a nice gulp. I hope I don't choke on this, it would be very rude.
As the liquid burns his throat he exhales, "whew, that has a nice kick!" He slides it to the next person at the table and listens intently... having no clue about the area she is talking about.

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Pavo takes a pull from the jug and slides it around. "When is it ever the whole story?" the man asks with a grin. "I thought that was the whole point of the Pathfinder Society: discover the rest of the story."
"But," he pauses, "Um, what is the Gloomspires?"

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Quint's forehead furrows at the mention of Old Seven Fingers tomb knowledge local: 1d20 + 8 ⇒ (8) + 8 = 16
Hmph..what's this mission got to do with a famous Pirate that's been dead for almost 300 years? When the Jug reaches Quint, he passes it on absently without touching the liquid. His attention soley focused on the Venture Captains briefing.

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As Sarini asks his question John adds on, "and who is Old Sevenfinger's?"
He whispers to Pavo, "other than an some unlucky swordsman or a very gifted 3-toed sloth..." he chuckles as the rum starts tingling warmly in his gut.

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As Sarini asks his question John adds on, "and who is Old Sevenfinger's?"
He whispers to Pavo, "other than an some unlucky swordsman or a very gifted 3-toed sloth..." he chuckles as the rum starts tingling warmly in his gut.
In an abrupt and cursory manor, Quint answers the Sorcerers question, *shhhhh* the venture captain is speaking..Sevenfingers was a famous Pirate the operated in this area 300 years ago...we should let the Venture Captain finish ..*tsk* Quint finishes with an irritated click of his lips.
I hope his interruption hasn't distracted the Venture captain from her briefing..She really does drink a lot! I hope she remembers all the details of the mission...our lives could depend upon it!

GM RePete |

Smiling at the young adventurers before her, she betrays herself with an incredulous look as the wizard takes a nip. Taking another pull herself, she continues.
“I’ve been researching the Gloomspires for a very long time.Before I sailed to Absalom and joined the Society, I was a Free Captain here in the Shackles. Back then I learned about the Gloomspires, Old Sevenfingers, and all the treasure and secrets the old devil took with him when he sealed himself in his tomb.”
A long, rumbling growl of thunder makes Benarry pause,and she takes the opportunity to wet her lips with another swig of rum before she continues. “Since joining the Society, I’ve been able to learn even more about the Gloomspires. Most importantly, I’ve discovered that they’re tied to certain alignments of the stars, and that twice each year—beginning on the nights of the summer and winter solstices—the columns cease moving for exactly three days.”
“So, tomorrow’s the summer solstice. Now that you know the ‘where’ and the ‘when’ of this little caper, you need to know why the Society’s sending you.” Benarry pauses before continuing in a more conspiratorial voice.
“I recently came into the possession of a logbook once owned by the pirate captain, Mazzer Thrennt. Before Thrennt ended up as lusca-bait seven years back, he was a moderately successful pirate who shared my obsession with the Gloomspires. It turns out his log contains an inventory of the plunder he liberated over the years, including the loot he found in Sevenfingers’s tomb. One item on Thrennt’s list immediately got my attention: His log described with perfect accuracy a relic from lost Lirgen called the Orb of Stars. I’m certain that this device can manipulate the alignments of the stars—or at least how we perceive them— and historical accounts suggest we could also use it to trick the Gloomspires into thinking that the solstice lasts more than just a day. The Society and I both want that orb, and it’s going to look
really good to the folks back home if you’re able to secure it. Here,” she says, passing a sheet of parchment across the table, “I’ve written down some of the particulars.”
You are now free to ask her questions.
You may also purchase goods from the quartermaster - Nearly any mundane or alchemical item and magic items worth up to 2500g (as long as you have the fame to purchase it) are available
Benarry supplies you with 50g credit for the quartermaster to rent gear - must be returned after the mission (if it survives). She also supplies you with digging supplies (Shovels, Picks, etc) for no cost
-Posted with Wayfinder

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Pavo grins and leans in toward John. "Clever," he says before Quint interrupts.
"I assume it will be wet and rainy on the Gloomspires, as close as we are to the storm. Is there anything else we should know about the terrain? We search woods, caves, mountain tops?"

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Yelek studies captain Benarry before speaking in his characteristically low and monotonous tone:"Thissss Orb of Starssss why do you want it? What doesss it do?" he asks.
Yelek will spend 150gp to acquire 1 potion of CLW, 1 potion of enlarge person and 1 flask of oil of Bless Weapon

GM RePete |

Handing a piece of parchment to your gathered group, and offering another drink, she considers your questions.
See Slide 1 on Maps and Handouts tab for handout
Starting with John, she smiles. "He was no sloth, sir. He was a powerful wizard and pirate active in the Shackles three centuries ago. After a very long and successful career full of killing, looting,and assorted depravity, he entombed himself alive in one of the Gloomspires. His legendary tomb has lured pirates, explorers, and treasure-hunters to their doom ever since.”
"Pavo, I don't rightly know what all you'll find inside, but the strom is unlikely to affect it. The Gloomspires are a cluster of columns that rise out of the sea, about a hundred miles west of the Eye of Abendego. The columns are evenly spaced, rise about 500 feet high, and are virtually identical on the outside. On the inside, they’re hollow and riddled with chambers and passages, which are said to be home to monsters, traps, and worse. Some say there are twenty columns, others have counted fifty. The fog in the region never blows away, so it’s surprisingly difficult to count them properly.”
"I want the Orb because it's rumored to be able to anchor the spires in place. At least, to do so for a time at will. You realize how useful it would be to have more time to study such a place, right?"
Pausing a moment, the captain takes another pull at the liquid. Sounding far away, she adds "There are so many rumors about this place. I'd love more time..."
"Oh, I have the row boat for you when it's time. Was there anything else?"

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"You said that the quartermaster was ready to loan us some equipment, yes?" Pavo double-checks.
Borrowing a Light Crossbow (35 gp), a grappling bolt (1 gp), an extra coil of silk rope (10 gp), and 10 pitons (1 gp) for 47 gp total loaner equipment.

GM RePete |

Grinning slyly, she remarks "Ah, in good pathfinder fashion...'Where's the free loots!'."
Chuckling at her own assessment, she nods. "Yes, there are a few things I've cleared for you to be able to borrow. I expect it to be returned though! Well...assuming it and you survive." Winking at the Chelaxian, she adds "Being a grave site run, You are free to any digging supplies you deem reasonable as well. The quartermaster has been apprised."

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Quint nods at Captain Bennary, I think we'll be ready shortly Captain. Since we'll be exposed to the weather briefly I'll ask the quarter master about something to help keep my powder dry as we row up to the Gloomspires. Thank you Captain, we will do our best to recover the Orb of Stars and report back to you promptly. On his way back to his quarters Quint stops by the Quarter master and checks out a pick and a shovel and purchases a Waterproof Bag. He then retires to his shared stateroom/crew quarters and slips off his armor places it and all his gun powder and his entire backpack in to the waterproof bag and seals it tight. He keeps one charge of Blackpowder loaded in his pistol just in case.
When the time comes, Quint is waiting on deck. He is quietly observing the veiled peaks of the Gloomspires as the Grinning Pixie approaches. As the row boat is lowered over the side, Quint is already in the boat.

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John slips the sheet into his scroll case after everyone has perused it. He smiles again as they leave the Captain's quarters. "Thank you for the briefing and the rum. We plan to succeed, but if we perish please say a few nice things at the funeral."
He heads straight to the quartermaster, purchasing two items and borrowing a few others.
Purchasing a Scroll Box (5g) and a Compass (10g). He borrows a Pick, Shovel, Saw, Crowbar, Hammer, Silk Rope (50ft) and a Sack for all of them to go in.
John stops by their quarters to repack his gear and heads off to the rowboat, ready to go with the borrowed sack and gear slung over his shoulder.

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The paladin tosses his armor onto the floor of the rowboat and then drops down onto it himself, causing it to wobble precariously. "I'm starting to wish that they had sent me to the Plane of Water rather than the Plane of Earth. I'll be ready for the climbing, at least."

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"Do not ssspeak of death. The black maw will find usss sssooner or later, but we ssshould not court itsss cold embrace!" Yelek comments as he signals his impatience to get started with the mission.

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John apologizes, "I am sorry good sir. I was merely using a bit of gallows humor. I do not intend to die until a ripe old age, but I do find that sort of comedy somewhat entertaining plus it can help me get a feel for my allies."
He climbs down into the rowboat and picks a spot near the prow, offering to take a round of rowing when it is his turn. As they pull away from the ship he will open up again. "So I guess we don't know much about each other. I can cast a few spells though most of my combat is spent annoying or aggravating the opponents. I have a few useful scrolls as well."" He pats the waterproof scroll box hanging at his side. "Oh, I'm also pretty good at talking my way out of trouble but there may not be many chances to do that this mission."

GM RePete |

See you all have assembled in the boat, she smiles at John's offer to help row. Calling down, "Tis nice of you sir John. I will do as you all have asked... Get ready John."
With a wink, she states a few unintelligible phrases lost on the howling wind. Suddenly, the oars start glowing a translucent violent, and rowing vigorously. It takes a good day and a half of rowing between the many reefs to make it to 'shore' but the boat seems to know the way well enough. Once arriving at the cliff face, you steps carved into the side.
It took nearly two hours to climb the narrow, winding steps to the summit of the great stone column containing Sevenfingers’s tomb. Although the swirling chaos of the Eye of Abendego lies only a hundred miles away to the east, the violent storms it constantly hurls across the seas seem to have forgotten this eerily quiet place. Surrounding the monolith are dozens of nearly identical columns, their ominous outlines stretching down into the mist. And here, atop Sevenfingers’s tomb, is a small clearing surrounded by a thick and utterly silent veil of tropical trees, hanging vines, and thick undergrowth, all shrouded in fog.
A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around this small clearing. A broad trail cuts through the foliage and vanishes into the mists to the northwest. To the south and east is the edge of the column, and a sheer five hundred-foot drop. The ground here is a soggy carpet of thick green moss and black soil.
You notice the plants in the immediate area have been stripped entirely of all edible fruit and seeds.
A week old campsite sits nearby. Humanoid bones and a skull sit in the now extinguished fire with signs of gnawing.
The area is difficult terrain - the mist grants concealment to everything and blocks all sight past 20ft
Map updated

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survival: 1d20 + 4 ⇒ (16) + 4 = 20
2nd survival check: 1d20 + 4 ⇒ (20) + 4 = 24
Quint rest his hands on his knees as he bends over and breathes hard after the long climb up the steep set of stairs cut strait out of the rock. After gulping in a few deep droughts of air he stands up and looks around paying close attention to the ominous columns. (I figure the perception check was already asked for but I'll roll another beneath a spoiler in case there's anything else to find) After a moments rest Quint opens his sack and throws on his Chain shirt asking Pavo to help him with the straps. He dons his pack secures his powder and places the waterproof bag neatly folded in his backpack. Quint then does a quick inspection of the area. Looks like someone has been here recently! He declares with a little stress in his voice.
The plants have been picked bare and ahh.. I hope that's no can't be..Quint immediately draws his pistol and looks around;
After a moment Quint studies the skull carefully and tries to confirm the race himself K local: 1d20 + 8 ⇒ (20) + 8 = 28
He also tries to determine how it/who died heal check: 1d20 ⇒ 9

GM RePete |

Nice rolls!
As you search the old fire and bombs, you notice a thin line of tracks that lead northward.
Added with an arrow to the map

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I'll wait for some of the others to pipe in before continuing

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Pavo drops his own heavy sack onto the moss. Withdrawing the steel plates, he trades assistance with Quint in donning the heavy armor.
Perception: 1d20 - 1 ⇒ (11) - 1 = 10
"Hmm. The camp looks about a week old." The warrior looks around the clearing. "Any sign of what killed or, at least, ate him?"

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Survival: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Egg shakes his head and draws his bow. "This is a place of death...and I do not speak of the tombs..."

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Survival 1: 1d20 ⇒ 9
Survival 2: 1d20 ⇒ 3
John regrets his heavy sack about half way up the stairs but powers through it without complaint. As they reach the clearing he sees others dropping their sacks to the ground so he does the same. As Pavo starts pulling out heavy steel plates, he moves over and helps strap them on.
"Well, I'm glad you all are observant because I don't even see a campsite here." He looks around and draws a previously hidden dagger and slips a wand out of his pocket. "Where do we go from here?" He whispers an arcane word, taps his leg with the wand and slips it back into his pocket.
Wand of Mage Armor
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21

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Pavo points down the wide trail down which he has already started. "That way."
The Shelynite squints at John's face. "You might want to see a Wiscrani lens crafter when you get a chance."

GM RePete |

Yelek Hssar: 1d20 + 8 ⇒ (17) + 8 = 25
Pavo: 1d20 - 1 ⇒ (3) - 1 = 2
Egg: 1d20 + 5 ⇒ (4) + 5 = 9
John: 1d20 + 0 ⇒ (4) + 0 = 4
Quint: 1d20 + 0 ⇒ (11) + 0 = 11
??: 5d20 ⇒ (19, 18, 14, 11, 10) = 72
As you start down the wide trail, you hear something from the North East.
You're not able to determine what exactly the noise is (Direction of the sound marked with a red 'X' on map)

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There's some tracks leading north.. Quint fans his hand near the earth in order to break up the mist and show the others the evidence of passage. It's likely whoever is up here with us isn't friendly, so be ready. Quint pats his powder horns and keeps his gun drawn. Trying to be careful to pronouce his name correctly Quint says, You...Yelek, you seem most at home in these jungles will you lead and track for us? I'll be a few steps behind with support Quint brandishes his gun as way of imparting his support. If Yelek leads and I follow ..perhaps Pavo should be next followed by Egg and lastly John...does that sound reasonable? Quint then bends down to show Yelek where the tracks are and which direction they lead. aid Yelek's survival track: 1d20 + 4 ⇒ (7) + 4 = 11

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John shrugs, "fine by me. I can handle rearguard." He pulls a different thin stick from a shirt pocket and asks, "can anyone activate this healing wand? If so, I'd appreciate if you held on to it for the mission. I haven't taken the training for it yet but I know some pathfinders have a better connection to the divine than I."
Wand of CLW

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"Leading the way isss not a problem for thisss one. It ssshall ssslay whatever daresss bar our passsssage..." Yelek answers Quin and takes the group's lead.
"In fact" - he adds - "Thisss one hearsss quite the commotion from the north eassst... We ssshould invessstigate these ssstrange sssounds..."
Survival check: 1d20 + 5 ⇒ (5) + 5 = 10
Perception check: 1d20 + 8 ⇒ (15) + 8 = 23

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Quint follows the lead of Yelek with about 3 paces (5ft gap) between him and the Snake-man as they approach the disturbance..he tries to remain stealthy in his approach despite his lack of training in the discipline.
stealth: 1d20 + 2 ⇒ (11) + 2 = 13

GM RePete |

As Yelek leads the way, another clearing suddenly comes into partial view ahead of him. This clearing is shrouded in shadows thanks to the thick jungle canopy overhead. A dozen makeshift beds of leaves and palm fronds surround a sickly campfire that barely manages to keep smoldering in the humid air. The Nagaji is able to see two humans occupying a couple of the makeshift beds, gnawing on bones.
Yelek Hssar: 1d20 + 3 ⇒ (8) + 3 = 11
Pavo: 1d20 + 1 ⇒ (5) + 1 = 6
Egg: 1d20 + 7 ⇒ (2) + 7 = 9
John: 1d20 + 0 ⇒ (2) + 0 = 2
Quint: 1d20 + 4 ⇒ (7) + 4 = 11
===================
Enemies: 2d20 ⇒ (4, 16) = 20
Surprise Round
Order:
Enemies 1
Quint
Yelek
Egg
Pavo
Enemies 2
John
Yelek may act - Surprise Round -- Remember difficult terrain

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Sensing danger ahead Yelek advances in the undergrowth taking out his greatsword as he does so. For a moment he considers attacking the strange people but then he thinks better of it and decides to give them a chance to parley before starting the hostilities...
"Humansss... Thisss one will have wordsss with you...." he calls at the savage looking people in front of him...
Moved a couple of squares forward, by combat having started I think these will turn into an hostile encounter

GM RePete |

As Yelek attempst to Parlay, two more foes come into view. Just as he finishes his offer, one lets out a blood curdling scream, but remains prone...unmoving.
Two others leap to their feet and grab a wooden club each as they rush towards the stranger.
Round 1:
Order:
Pink Enemies
Quint
Yelek
Egg
Pavo
Blue Enemies
John
Correct Yelek - These guys aren't interested in parlay at the moment. :-)
Round 1 Start: Quint, Yelek, Egg, Pavo up --> Actions will be resolved in initiative order, but you can post in whatever order your time allows

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Egg will move 10' south and fire at the westernmost pink foe...
Longbow: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Egg has Precise Shot and Deadeye Bowman so I think he can fire with no penalty

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Quint moves to a gap between the brush that affords a clear flanking shot at one of the primitive looking men. Are these natives of the Islands some kind of primitive cannibals? It doesn't mater it's obvious they mean us harm, therefore, they must die.Before leveling his pistol and taking aim at one of the primitive men, Quint yells in his raspy voice, You'll find this prey a tough bone to chew on ya animals! Arhhh!! Then Quint takes aim and fires.
pistol shot: 1d20 + 3 ⇒ (8) + 3 = 11(to hit tch AC)dmg: 1d8 ⇒ 6
knowledge local: if appropriate| to identify primitive men: 1d20 + 8 ⇒ (12) + 8 = 20

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Pavo advances on the battle, struggling through the heavy growth, and swings his bardiche in a powerful arc.
Standard: Power Attack, Furious Focus
Bardiche, Power Attack: 1d10 + 9 ⇒ (4) + 9 = 13

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"DIEEEEEEEEEE!!!" hisses Yelek slashing at the foe on his right.
Power Attack roll: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20 -> Damage roll: 2d6 + 6 + 3 ⇒ (3, 1) + 6 + 3 = 13
Attack and 5 ft step on the right allowing Pavo to join the fray