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For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.
As you emerge from the Echo Wood underbrush, you find yourselves 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.

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Coming out of the woods, Eladrian looks around at the devastation, taking it all in.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Looking for any hint of danger or what my be inside/around us

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Eladrian looks around at the devastation and finds out that there's an unnatural darkness inside the ruins, preventing him from looking in further then 5ft.
He does notice that there's a path leading up towards the ruins as well as part of a staircase that's leading up into the side of the ruins as well..but the lower part is gone...entering through that doorway will require some climbing to get to the part of the stairs that's still intact.

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"I am pretty skilled at climbing, and with the rope, the rest of you should be able to follow. Lets wait for the rest of the group to get here before I head up."

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Torrag comes lumbering out of the woods into the clearing. Not paying much attention to the three climbing up to the ruined staircase, he pauses, taking a good long look at sight of the ruins.

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A solid-looking Dwarf, his clothes still caked with the dust of the road, sidles forward to meet-up with the rest of the group.
Clearly someone who spends more of his time alone in the wilds, rather than in town, where appearances matter, the only part of his equipment that looks well-cared-for is the well-worn greatsword strapped to his back.
"I may be being naive, but aren't simply solutions better? Rather than being vulnerable as we climb a rope, why don't we simply follow yonder path (A1) up to the other entrance? That way, we can approach as a group..."

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Eladrian looks where wht dward is pointing.. "Yes, we could try that as well. That may be the best way in."
I guess that could read either way. I took that as being a path that led to the stair case, not two entrances. GM, is there a map or something that could help?

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Just so you all have a description
Tenerek is a determined looking young man, fit and agile, he carries a bow and a longsword and his travel stained clothes seem to conceal a chainshirt.
"Sounds great me and Eladrian to cover us with bows as we go up the path"
Tenerek readies his bow and an arrow.

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Torrag lets the group make its way down the path then, drawing his axe and resting it on his shoulder, follows a few paces behind.

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K, added you guys to the map, Richard is the smiley face for now since he doesn't have an avatar yet
The stone staircase that led up to the tower’s door is now nothing more than a rubble-strewn cliff. On the tower’s south side, a dirt path winds up the steep embankment to a pitch-black doorway.
The footpath climbs up to a jagged hole in the side of the green glass tower. The light outside the tower does not penetrate into the building more than a few feet. Beyond that, it’s pitch black.
You make your way up the side of the cliff and catch a glimpse of what's inside..a deep magical darkness
Game Mechanically;
Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius.
Anything beyond the 5-foot area is darkness. Ranged combat and melee attacks with reach have a 50% miss chance unless the attacker has darkvision. Creatures without darkvision take a –4 penalty on Perception checks that rely on sight.
1d20 ⇒ 9

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As the party moves up the path a shout from inside the ruins can be heard
An arrow then flies out past your heads as you can just make out the shape of a goblin sitting on top of a hairless dog just inside the ruins
Init Richard: 1d20 + 4 ⇒ (17) + 4 = 21?
Init Torrag: 1d20 + 1 ⇒ (1) + 1 = 2
Init Eladrien: 1d20 + 2 ⇒ (20) + 2 = 22
Init Tenerek: 1d20 + 3 ⇒ (20) + 3 = 23
Init Sjonegaard: 1d20 + 2 ⇒ (12) + 2 = 14
Init Goblin commando: 1d20 + 3 ⇒ (18) + 3 = 21
init
Richard, Eladrien, Tenerek
Goblin
Party
Round: 1

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Tenerek takes aim at the dog and fires
Use Studied target on the Goblin Dog and Point Blank shot within 30ft
Longbow attack and damage: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 2 ⇒ (1) + 2 = 3

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Eladrian calls out a warning and returns fire with his bow, but his arrow goes wide. It looks like he is with in the 30' for my point blank.. if not just subtract 1
Attack, Comp. Longbow: 1d20 + 4 ⇒ (8) + 4 = 12
just in case..
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

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Tenerek studies the goblin dog before firing an arrow at it
More information will depend on check result
The fired arrow hits the dog in the side of the still slow to react creature
Eladrian fires at the goblin on top of the dog but his arrow goes wide hitting the side of the ruins
Richards hustles his way up the path
The goblin kicks his dog in the sides to keep him steady and takes aim at the most dangerous treat as far as he can tell - the one that actually hit something - Tenerek
To hit Tenerak AC: 1d20 + 5 ⇒ (10) + 5 = 15
but his arrow is deflected to the side by Tenerek's armor without causing any injury.
init
Party
Goblin
Rounds: 2
Damage goblin dog: 3

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Eladrian runs forward to get a better shot, and takes aim again, this time at the dog.
Attack: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
+4 attack bonus, -4 shooting into combat
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

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Richard moves forward, but is unable to strike the small dodgy creature sitting on top of his mount (doesn't hit AC)
Eladrian moves forward (I'm assuming run is a figure of speech and not an actual run action) and shoots his bow again hitting the dog
There are no actual mechanics listed for the path up the side, but even with a sloped hill which will allow missile fire without penalty ..it's still going to be too difficult to just walk up the side of the cliff without a climb check if you don't follow the path..and you can't reach the goblin if you follow the path with a single move..so you can't actual attack the goblin in melee this round - unless you have some way to do that that I don't know about
init
Tenerek, Torrag (+Sjonegaard)
Goblin
Rounds: 2
Damage goblin dog: 5

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Upon Sjonegaard moving, Torrag moves up 20 feet and casts.
Acid Splash targeted at the dog. -4 for cover from Richard, -4 for shooting into melee. Touch attack. No Save.
Acid Splash: 1d20 + 1 - 8 ⇒ (20) + 1 - 8 = 13 acid dmg: 1d3 ⇒ 3
prove critical: 1d20 + 1 - 8 ⇒ (7) + 1 - 8 = 0acid dmg: 1d3 ⇒ 3

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Attack dog again.. Point Blank and studied target already applied, rapid fire
Tenerek stills his mind and heart and allows himself to focus on rapidly drawing and firing arrows at the Goblin Dog
Longbow attack and damage: 1d20 + 6 - 6 ⇒ (17) + 6 - 6 = 171d8 + 2 ⇒ (6) + 2 = 8
Longbow attack and damage: 1d20 + 6 - 6 ⇒ (10) + 6 - 6 = 101d8 + 2 ⇒ (4) + 2 = 6

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Sjonegaars hustles double time down the path, eager to join the fray
Torrag moves up the path as well, conjuring some acid out of thin air and sending it at the dog and managing to hit it right between it's ugly eyes (doesn't confirm)
Tenerek continues his assault against the dog as well, taking it down with his first arrow and then misses the goblin riding on top of it as it slumps to the ground
Ride check: 1d20 + 10 ⇒ (3) + 10 = 13
The goblin, with fierce hatred in his eyes falls of his mount and hits the ground hard Damage: 1d6 ⇒ 2 and then stands up and fires his bow at Tenerek
To hit AC Tenerek: 1d20 + 5 + 2 - 4 ⇒ (19) + 5 + 2 - 4 = 22 (cover and favored enemy; human)
damage Tenerek: 1d4 + 2 ⇒ (2) + 2 = 4
This provoked from Richard and Sjonegaard (not the best tactic right now..but hey..you hate humans or you don't, if the goblin happens to die from those attacks you can ignore the attack he made against Tenerek above
From inside the ruins movement can be heard, coming your way
init
Party (+AOO Richard and Sjonegaard)
Goblin
Damage Goblin: 2
Rounds: 3

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Torrag moves further up the path and, at the sound of more goblins, casts Mage Armor.

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As the goblin tries to stand to shoot his hated enemy and slayer of his mount Sjonegaard set's up the perfect distraction for Richards attacks who promptly takes of the goblin's head with his great sword.
Torrag moves further up the path and casts Mage armor
init
Richard, Sjonegaard, Eladrian, Tenerek
goblins
(since Richard and Sjonegaard have darkvision they are able to look further inside)
Half-melted blocks of green glass lie thick on the floor. A crumbling archway to the north leads into another chamber, while a door to the west leads into the round tower at the southwest corner of the building. To the east, a barricade of rubble and wooden stakes blocks a passage leading into the tower.
(The whole area counts as difficult terrain due to the green glass everywhere)
In the doorway to the north the door opens and another goblin riding is visible on a goblin dog and he's heading your way.

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Eladrian runs up the path This time, it is a run! lol trying to get to the door and help out with the coming fight

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Everyone makes their forward to prepare the slaughter the next goblin while Sjonegaard also provides a bit of light (5ft around Sjongaard for those people who don't have darkvision)
The goblins swings his sharp point piece of metal (could be called a weapon with some effort) at Richard
To hit AC Richard: 1d20 + 3 ⇒ (2) + 3 = 5
but the sudden showing up of a dwarf next to his nose throws off his aim
At the same time the dog tries to bite Richard in the shins
To hit Richard AC: 1d20 + 2 ⇒ (20) + 2 = 22
to confirm: 1d20 + 2 ⇒ (9) + 2 = 11
tearing down but letting go before he can tear an entire leg off
Damage Richard: 1d6 + 2 ⇒ (1) + 2 = 3 (and a DC 12 fort save vs disease or take a –2 penalty to Dexterity and Charisma for 1 day)
init
Party
Goblin