
GM Tektite |

Senma punches the stunned bugbear, in the face!
Makkoa delays!
Fysus manages to hit the stunned bugbear!
Joey lays into the bugbear, stabbing it multiple times, his final stab taking down the bugbear!
Out of Combat!
Seacrching the bugbear, you find leather armor, composite longbow (+2 Str), morningstar, ring of feather falling, 3 garnets worth 50 gp each, and 124 gp.
Searching the room, you find nothing on interest.
Having successfully cleard the first level of the tower, the party heads back to Fort Inevitable, to sell off loot, rest, and ready to delve deeper into the Spire.
Congrats! You have finished the first level of the Spire. If everyone would post PFS #'s and Day Jobs in Discussion, I'll get Chronicles out.

GM Tektite |

After spending a few days at the Fort, resting, training, and equipping yourselves, you return to the Spire. Entering, you seek out the central staircase and descend.
The steep stair descends through solid bedrock for fifty feet before ending in a stone-lined room. A large stone door stands directly south of the stair, a small alcove lies to the east, and another door to the southeast is slightly ajar. An extinguished torch rests on the floor of the alcove.
Working on the map.

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"Let's take this slowly and carefully." Aillig suggests, casting guidance on members of the party to keep their wits sharp. "Joey, do ye see anything dangerous ahead?"
+1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
I'm not sure if we are in a hurry or not, but it might be wise to take 20 on perception checks as we go just to be safe.

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Well, lets take a look and find out. Joey can take 20 as requested, sure. That makes for a 27 for detecting traps, 26 for all else.

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"No reason to get in a hurry. We rushed into the goblins up above and barely got out of there. Take it slow and safe.". Makkoa keeps Detect Magic active as usual.

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Aillig frowns at the dark alcove to the east and detects magic in the area.
"Armor up." He suggests to his companions.
We should get mage armor up on anyone who can benefit from it. I'm guessing Fysus, Makkoa, and Senma (by the way, what the heck happened to Senma? Total rebuild?)

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Senma no longer exists. Did a total rebuild before level 2. Wasn't really enjoying the build and have wanted to get this idea in play for a while.
A lithe darkling wanders into the spire following the group. I'm Zcha.
Another one of him suddenly appears next to him. No, I'm Zcha!
They turn to the group and say in unison. We are Zcha'zcha of the Cassomir Linseeds... Poof! The first darkling disappears. Roleplay usage of the Trickery Domain ability.
Senma sent us. He was called back to place in forest. The other darkling reappears. That's what he said, but we think he was just scared. Poof! One of them vanishes in a puff of smoke.
I will help you now.

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Joey can benefit from the Mage Armor, though it would only move him from AC 17 to 18. Not sure its worth a charge.
Joey will check out the torch and try to determine if it had recently been used.

GM Tektite |

Entering the secret door, you see a curving wall of glowing green crystal bulges out into the northwest corner of the room. A stout wooden table along the wall opposite of it. On the table lie three rotting human corpses and the remnants of some sort of spider.
One of the human corpses has had all of its extremities severed, and its torso has been opened to reveal the internal organs. Another dismembered corpse has spider legs sewn onto the stumps in place of the removed limbs, all of which are neatly arranged near the rest of the spider.
A bucket full of reeking, old blood sits on the floor under the table, and needles, with lengths of silken thread attached are stuck in a hand-sized block of bloodstained wax atop the table.
A stone door sits in the southern wall.

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"Aye." Aillig says, peering through the door. "Experiments, most evil and foul."
Can I use monster lore to identify what sort of creature might be made like this?
Monster Lore (Knowledge Arcane, Dungeoneering, Religion): 1d20 + 9 ⇒ (13) + 9 = 22

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Zcha turns to himself. Zcha, what do you get when you cross a spider and a human?
His copy looks back at him quizzically. I don't know, Zcha.
I don't know either, but it sure looks messed up!
The second Zcha rolls around on the ground before disappearing in a puff of darkness.

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Can we just move on? This place is more than disgusting. Despite the comment, the rogue can't help but take a closer look at the "creature".
Perception?: 1d20 + 6 ⇒ (20) + 6 = 26

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Well, I say I can, but can I? Only one way to find out. Shall I? Joey will try to see if the trap is best avoided, if possible, before attempting disarming it.

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"Trap... trap! Must avoid the trap!" Zcha dances around the chalked outline before Zcha pushes him into the marked area. "Haha! Zcha fall in trap!"
Just as Zcha falls onto the cobblestones, he disappears in a puff of dark smoke. Zcha'zcha has sad look on his face. "It's fun to watch traps..."
The darkling follows the group, looking for fun.

GM Tektite |

Koey searches the chamber and finds two potions of cure moderate wounds lost among the gruesome clutter atop the worktable. There are six long needles in the wax, and 3 feet of waxed silk is threaded through each of them. A scroll tube on the table holds a croll of fireball, a scroll of fly, and a parchment with another Emerald Spire level sigil inscribed on it. The sigil is labeled "four" in Common and another language. (Azlanti if anyone has it.)
Under a bucket full of blood, Joey finds a key.
On the northern wall, Joey spots a secret door.

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"That's some powerful magiic! Mind if I keep the scrolls and I'll memorize a spell that might let me read them tomorrow."
Anyone have Read Magic prepared today?

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Aillig has read magic. Also, before moving on he will cast detect magic to scans te area for anything we might have missed or for magical traps on the doors.
"These'll be useful." Aillig hands the scrolls to Makkoa and describes the spells upon them. "Joey, I'm thinkin we should be goin through the secret door."

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Yep, its a secret for a reason and all that, right. Joey will pocket one of the potions if no one objects.

GM Tektite |

Aillig finds no more magic within the room.
Going through the norhtern, concealed door leads the party in a stone chamber with no apparent exits. After a minute of searching, though, a second concealed door is found in the eastern wall of the chamber.
Going through the second concealed door, you enter a large stone chamber. This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.
As Joey approaches the nearest casket, a chill breeze arises from nowhere with an eerie howl. The room seems to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away.

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Monster Lore for the eyeballs? Or Maybe Knowledge Arcana?
Base Roll: 1d20 ⇒ 1 nevermind...
Aillig aims his crossbow at the eyeballs, but they are gone before he gets a bead on them. "Torag's hammer... anyone know what that was?"
With a wave of his hand he detects for magical auras.
Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19

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Aid another Spellcraft 1d20 + 8 ⇒ (11) + 8 = 19
"I think I once heard about something similar..." the Mage points out as he tries to help the dwarf recall more about the vision.

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"What do you think it is Zcha? ponders Zcha to himself.
"I don't know Zcha. The aura is different..." Poof!
Spellcraft Aid Another: 1d20 + 7 ⇒ (6) + 7 = 13

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You think it was just meant to scare us? Did a fine job there for a second, I admit. Joey continues to move closer and inspect the caskets.

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Magic, inside this coffin? Joey moves to the coffin in question and takes another careful look around. So... do we wanna see what it is?