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Aldy will pull his bow and take a pot shot at the fleeing foe.
Attack roll: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d4 ⇒ 3

GM Volandis |

Round 3 (cont)
Ganem blesses the group. Aldy takes a shot with his bow. The arrow pierces the bugbear's leg. He staggers but continues to walk away.
Aldy
Grulk (23 damage)
Ganem
No. 201113 <- UP NEXT
Tarbin <- UP NEXT
Evgeny <- UP NEXT
Brand (5 damage) <- UP NEXT
Round 4
Aldy
Grulk (23 damage)
If someone would like to take Tarbin and his summoned eagle's turn please feel free. If the eagle flies down and finishes off Grulk i'd prefer it happened with a player making the rolls. :)

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Take that shot! With bless 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 231d6 ⇒ 3
Brand swiftly sets his axe down, falling on one knee as he shrugs the bow over his shoulder into his hands, nocking an arrow and sighting it in one smooth motion. He releases...........

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The eagle takes a bite out of Grulk...
Eagle bite!: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Eagle dmg!: 1d4 ⇒ 2
Doh!

GM Volandis |

Grulk briefly looks back as arrows fall near him. He smirks as he sees Brand with a bow and dismissively turns to walk away to drop to safety off the wall.
The last thing he feels is an arrow between the shoulder blades as the dwarf's aim is true. The bugbear falls and tumbles off side of the building like a rag doll.
COMBAT OVER!
Please feel free to react to the final shot of the combat as Brand's aim is true when it was really needed! :)
----------------------------------------
Later on around the body of the dead bugbear.
The group take the equipment from the dead bugbear and likely on or two of them give his corpse a kick for good measure.
He was wearing leather armour and his high tension composite longbow survived the fall (It has +2 str rating). He has most of a quiver of arrows remaining and a handy looking morningstar tucked in his belt. In a belt pouch he has some gems and gold that would be worth a total of 274gp.
Ganem works out that the ring on the bugbears finger is magical and was the source of the bugbear's miraculous fall to a potential rooftop escape. It is a Ring of Feather Falling.
Congratulations everyone! You have cleared level 1 of the Emerald Spire Superdungeon!

GM Volandis |

The group gathers up their loot and makes the trek back to Fort Inevitable.
You're all greeted at the barracks by your Pathfinder Society contact, and within moments a Hellknight assigned tax inspector appears to ensure that the Lady Commanders tax is properly applied.
Once the paperwork is completed everyone is assigned their earnings for the mission and given time to order items via the Pathfinder Society contact that can be shipped up with the next supply caravan.
For now you all have a few days of downtime to fully recover from your injurious and perform any other tasks you want or need to do.
I'll work on your chronicles this weekend and scan them at work on monday. I'll share details of the the chronicles here for if anyone would like to get a head start on planning for the next level. You'll all receive 1398gp, 3 XP and 4PP - if you're taking the Land Rush chronicle you've spent 2PP on the first land hex - hex A. Congratulations you now own some land in the River Kingdoms!
There is a notable item on the chronicle that you may wish to purchase - a wand of cure light wounds with 20 charges that you can buy for 300gp. It's limit 1 so you can only ever buy that item once.

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Brand makes sure to at least put the body where it wouldn't block anybody. Much as he disliked the Goblin kin, no one should have had to have their remains defied.
Land rush Please.
Retraining once before finalising at Level 2. Only change?
Purchasing a longbow instead of a shortbow.
Level up as a fighter.

GM Volandis |

"OK everyone, it's time to send you all to explore further down in the Emerald Spire." says the Pathfinder contact you previously found was named Volar.
"It looks like a couple of the group have been called away on other missions, but the local Venture Captain arranged for some replacements." says Volar as he waves his hand in the direction of the newer members of the group.
"Provisions have been provided, so unless you have anything else you need to do i suggest you head off early next morning."
After any additional preparations i'm assuming you're all heading off as suggested.
The news of Pathfinders clearing out a fort of goblins has already got around, so even if the Hellknights are treating you no differently at least the farmers and workers in the outlying area great you with a smile.
The trip from Fort Inevitable is a quiet one. The clearing around the tower is exactly as you left if a few days ago, and after some careful navigation through the dark fort you find yourselves descending the stairs that wind around the glowing green spire.
The stairs wind around a couple of times before breaking away from the spire. They descend 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.
Welcome to Level 2 of the Superdungeon! Please see the new slide for our brand new map that you mostly cannot see - i've placed the character tokens just off the start of the map so feel free to move them where you want to be.

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Early Morning sees the dwarf preparing his equipment and checking on all of his weapons and armor.
Brand greets or grunts a morning greeting to anyone who greets him but his eyes do not stray as he tightens and loosens straps as needed.
Once down in the dungeon, the dwarf takes point once more.
"Let's go explore what else this place holds."

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Lets get to it!
Aldy will drink an extract of Heightened Awareness, then approaches the first door to the north, gives it a search, and attempts to open it.
Perception: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22+1 more on traps.

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Flint spends the morning meditating, his hands on the ground. Now we go into you, earth. Lend me your sturdy skin. When he stands from the seance, his eyes are bruised but his skin has gained an almost rocky appearance. DR 2, Burn 1
He stays behind the front line warriors, hand trailing along the wall. "Let's see what treasures this level holds. "
I have Darkvision and Stonecunning.

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Bree looks with wonder at the glowing green shaft as they descend the stairs. Of course, just like nearly everyone else in the region, he had heard of the spire, but being up close was amazing. "I wonder how deep this thing goes," he says aloud to anyone near by.
Eventually the group comes to an open landing with a couple of doors. "Ok. I guess this is what where here for." Bree intertwines his fingers together and stretches his arms above his head. The bones in his neck crack and pop as he moves his head side to side followed by a few hunches of his shoulders.
"Yep. I think I'm ready so see what's here."

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Shouldering his huge bow, Arkolo takes the measure of the great Emerald Spire before marching in.

GM Volandis |

Just a d20 roll for reasons...: 1d20 ⇒ 5
Aldy checks over the door and finds it to be safe to open. It also isn't locked. As the others start to gather up Aldy opens the door and finds it leads to another corridor with a door at the far end and another on the northern wall.
I've moved the arrow indicating north closer to the entrance. North is the left side of the map.

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"Let's check this place out. Looks interesting. Ok. Maybe not. Looks just like any other underground corridor I've seen." Bree moves into the hallway while keeping an eye out for movement.

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Aldy will search the hallway for traps, before moving to the west door and doing the same.
Perception on Hallway: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 +1 more for traps
Perception on Door: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 +1 more for traps
Perception listening at door: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Disable Device if needed: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Aldy peers down the hallway before rubbing his hands together, and setting forth to give the floor, doors, and ceiling a thorough inspection to make sure the way is safe for the rest of the party.
Alrighty, lets see what we have here....

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Brand makes sure to keep everyone in sight as he takes up the rear knowing that speed wise, he'll be among the slowest though he is ready to rush up and take the brunt of any attack.........

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As they clamber through the cleared first level, Arkolo looks around with interest. Upon reaching the new level he mutters quietly to himself
"It's begun"
With that, he unshoulders his bow, nocks an arrow and follows his companions deeper into the dungeon.

GM Volandis |

Aldy moves down the passageway cautiously while heading for the nearest door. He notices a well hidden seem between the some of the slabs on the floor. He thinks that if someone were to stand on the next ten foot section of floor that it could fall away like a trapdoor. With some clever manipulation and jamming some slivers of metal into the hinges he's sure that the trapdoor won't be opening any time soon.
Happy with his work he then heads over to the door to see if it's safe. He finds nothing suspicious and doesn't even believe it to be locked. Once the others have gathered up behind him he opens the door to see what is in the room.
A curving wall of glowing green crystal bulges out into this chamber from one corner. A stout wooden table stands along the wall opposite it. On the table lie three rotting human corpses and the remnants of a moon 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 moon spider legs sewn onto the stumps in place of the removed limbs, all of which are neatly arranged near the rest of the moon 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.

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Flint nods in silent approval as Aldy saves the group the pain and embarrassment of falling in the hole. What a nice way to welcome us to the floor. Or, to the third floor, perhaps. The dwarf then peels around the group to see in. "Uhh... gross. Did this sort of thing show up on the first floor? "
Heal: 1d20 + 5 ⇒ (16) + 5 = 21 How did they die? How were their arms removed? Was this a talented surgeon or a hack?
Knowledge Dungeoneering: 1d20 + 4 ⇒ (10) + 4 = 14 Do I know anything about the spider?

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Ganem moves into the room and approaches the green crystal.
"Fascinating...I wonder how deep this goes..."
Examining the green crystal
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

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"Uhg! That doesn't bode well. I hope whoever did that isn't around any longer." Bree continues to look around the small room.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

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Brand moves in and takes up guard at the doorway.
"Some Sick doctor or an insane one?" he queries upon spying the remains.
"Anything we can glean from this?"
Knowledge (Dungeonnering) 1d20 + 6 ⇒ (9) + 6 = 15

GM Volandis |

Ganem starts to walk forward but Breelajah sharply pulls them up before they take another step. Breejalah points up to a shadowy hole in the ceiling above where they were about to step. A large cage is in the ceiling and is set up to fall on whoever steps a little further inside the room. As there is a clear path around the trap it doesn't stop everyone from continuing their investigation of the room. If Aldy wants to try to disable the trap that is possible, though not necessary now you know where it is.
The spire gives off strong magic of various types and also has a unique looking symbol carved into it which is similar to the one found on the 1st level of the spire.
The postmortem surgery looks rather amateurish and doesn't look like it would ever truly create some kind of undead amalgam creature like the surgeon clearly would like. While investigating the dead bodies one of the spider legs twitches slightly which unnerves everyone for a moment. It does it again a while later just after the glow of the emerald spire increases ever so slightly which leads Ganem and Flint to surmise that some unseen energy from the spire is making a muscle spasm.
As Flint inspects the corpses he notices some potentially useful items on the cluttered table. There is a lump of wax with 6 needles jabbed in it, each needles has around 3 feet of silk thread attached to it. There is also 2 identical potion vials and a scroll case. Inside the case are 2 different magical scrolls and a sheet of parchment. The parchment has an arcane symbol drawn on it that is labeled with a single word in an ancient language.
They are Potions of Cure Moderate Wounds.
Scroll of Fireball.
Scroll of Fly.
The symbol is similar to an arcane mark and is labeled "Four".
Feel free to make checks and look under the spoilers for anything your character can identify.

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Flint grabs the needles and thread for his med kit. I feel like we might need some wounds stitched. Then he points to the magical items. "Hey, there's some loot! Any of you lot read magic? " He waves his hand and walks away from it to look at the trap. Mechanics and earth. Far more interesting than any stupid magic words.

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Bree carefully avoids the trapped floor tiles and walks to where he can examine the bodies. He looks at the potions and scrolls. "Nope. I'm afraid that I can't help." Bree flicks his head sharply to the right to flip his shaggy hair out of his face.

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Brand waits for everyone to go through the items found.
He continues guarding the doorway.
No way to tell if the area is secured or not so until they're done. he'll stay vigilant.

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Spellcraft, free inspiration: Potion: 1d20 + 8 + 1d6 ⇒ (18) + 8 + (3) = 29
Spellcraft, free inspiration: Scroll 1: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (5) = 29
Spellcraft, free inspiration: Scroll 2: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (4) = 24
Linguistics, free inspiration: 1d20 + 8 + 1d6 ⇒ (2) + 8 + (2) = 12
Lets see, lets see... we got ourselves a potion of cure moderate wounds, a scroll of fly, and a scroll of fireball. Oh, and those markings over there, they say 4. You front line types... take these
Aldy will toss Brand and Arkolo a healing potion each.
Anyone else want these scrolls? I can use them...probably...maybe... yea, definitely I can use these. Don't worry about it. But if someone else wants to hold on to them I'm not attached.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Aldy will give the room one more search. Assuming nothing is found, and everyone else is done poking around, he'll lead the way to the next door.
Perception on next door for traps: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
disable device if needed: 1d20 + 11 ⇒ (17) + 11 = 28+1 more for traps

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"Thanks Breelajah...I owe you a beer when we get back to town"
"A valuable find...", Ganem says as he examines the scrolls. "I can't use them...can anyone else?"

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Catching it with both hands, dropping his axe, Brand stows the potion onto one of his belt pouches before picking up his axe again.
"Might come in useful. My thanks."

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Flint looks at the scroll of Fly with a measurable amount of fear in his eyes. "No thanks. I prefer my feet on the ground. " He leans over and touches the ground, almost to reassure himself that it was still there.

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Bree nods at Ganem. "No problem. I know we just met a few days ago but I like you already." Bree grins at him. "Don't want you dying just yet."
"Aldy, I don't need the scrolls. Maybe you should hold on to them."

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Arkolo looks at all of his companions before agreeing...
"Yes that might be best for now. Shall we continue onwards?"

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Ganem makes a drawing of the rune in his notebook...perhaps someone at the fort can help identify it.

GM Volandis |

After identifying items Aldy checks around the room one more time. He finds a couple of secret doors, one that leads back towards the entrance and another that leads off into a small passageway in the north-east of the room.
Would you like to continue down the passageway where Aldy disabled the pit trap or would you like to check the door in the secret passage?

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"Secret doors? Let's follow them. Probably the most interesting stuff there."
Bree pokes his head through the southern door and finds that it just leads back to the entrance so he points to the north east one. "That one?" he says as he shrugs.

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"Aldy." Brand points towards the secret door.
"Is it trapped? if it isn't, do scout ahead." he asks as he moves after the scout has gone.

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Flint looks at Aldy, then at the door. "Yeah... your eyes are much sharper than mine, friend. I can feel the earth, but not see it! " He laughs a little before remembering they were in enemy territory.

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Some Perception checks for searching the door, and hallways and doors to the next room...
Perception: 1d20 + 11 ⇒ (15) + 11 = 26+1 more for traps
Perception: 1d20 + 11 ⇒ (1) + 11 = 12+1 more for traps
Perception: 1d20 + 11 ⇒ (20) + 11 = 31+1 more for traps
Perception: 1d20 + 11 ⇒ (12) + 11 = 23+1 more for traps
I'll start clearing the way for everyone. Searching doors and hallways as we go. Feel free to roll disable device checks for me as needed GM. I have a +11 for opening locks and things of that nature, and a +12 on traps.
Stealth: 1d20 + 15 ⇒ (17) + 15 = 32

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Arkolo keeps a watch on their rear with bow at the ready. He didn’t want anything sneaking up on them from behind.... perhaps by a different secret passageway.

GM Volandis |

Aldy checks the passageway and the next door and everything seems fine. Once the group has caught up Aldy steps back and lets Brand open the door.
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.
There aren't any enemies visible in the room and Aldy says the entrance is clear of any traps.

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"Spider webs...I wonder if there are more in here somewhere...", Ganem says as he peers up in the darkness...
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

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Flint moves slowly into the room. "Interesting place, this. Doesn't seem like where I'd want to be buried. " He looks at the caskets, then the room, suspiciously.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
"I wonder if this is where the bodies came from. A grave robber... "