
![]() |

Richard attacks the door almost bashing it apart and then moving to the back of the line so Sjonegaard can take his swing. That additional damage is enough to bash the door of it's hinges.
Inside is a mad looking bugbear holding a compositive longbow, wearing leather armor and he has a morning star at his belt.
This strange chamber pulses with the green glow of the column of glass-like crystal that forms the core of the tower. The walls of the room are damaged, and the roof is cracked. The spire in the center juts up, just peaking above the crude ceiling. A bed and a side table sit in the northern half of the room, and archery targets line the southern section of wall.
Torrag - ready for this - casts grease on the bow
Reflex save: 1d20 + 9 ⇒ (16) + 9 = 25 but the bugbear is easily able to hold his grip on it.
init
Eladrian, Tenerek
Bugbear
Party

![]() |

Eladrian holds where he is, taking a total defense stance and studies his target.
Is the light enough to be able to see by?

![]() |

When Richard moves in, Torrag will step into his spot and conjurer an Acid Cloud.
Acid Damage: 1d6 ⇒ 5 plus Sickened
Fort DC 14 halves damage negates Sickened. Lasts 1 round

![]() |

With the way opened, Richard eagerly hustles forward, and takes a swing at the bugbear!
Greatsword: 1d20 + 4 + 1 + 2 ⇒ (19) + 4 + 1 + 2 = 26, for 2d6 + 9 + 2 ⇒ (2, 5) + 9 + 2 = 18 damage.
Crit Confirmation: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25, for 2d6 + 9 + 2 ⇒ (1, 1) + 9 + 2 = 13 *ADDITIONAL* damage.

![]() |

Eladrian drops his sword and goes for his bow, quickly firing off a shot.
Attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
To hit: +3,+1 studied target, +1 PBS, -4 melee / Dmg: +1 studied, +1 PBS

![]() |

As Richard furiously steps into the room immediately followed by Tenerek and the rest of the party he slices through the bugbear's bow..and neck with one single sweep of his greatsword quickly
Richard's attack (thanks to the crit) was enough to take him down..so feel free to conserve resources like the acid cloud and an arrow
In the is a secret passage that ends abruptly at an opening 60 feet above the ground.
The original passageway was blasted away millennia ago.
Climbing down the tower exterior from here requires a successful DC 25 Climb check.
The bugbear was carrying a composite longbow (+2 str) , leather armor, a morning star, 3 garnets (worth 50 gp each), 124 gp and a ring which detects as magical. He also has 2 keys (which if you put some effort into it turn out to be to the door you just chopped your way through and to the armory).

![]() |

"Let me see the ring."
Torrag casts Detect Magic and Spellcrafts the ring.
Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18

![]() |

Torrag identifies the ring as a ring of feather falling.
The party then decides to follow the stairs down.
Just above the landing, the green crystal Spire is marked
with a complex sigil the size of a human hand. It’s noticeably
different from the sigil recorded on the scroll you found in one of the chambers, although they are stylistically similar.
Stairs wind downward to the right, circling around a glowing wall of
semi-translucent green stone. It seems the tower was built around a core of some other material—a spire within a spire.
These stairs circle around the Spire, leading down. The stairs leading downward wind around the Spire twice before the light consumption effect ends and the stairs turn into a passage that leads down 50 feet below the ruins.
There are 2 zombie goblins stationed here.
No map is provided, so I've put you on the stairs and them in a room to simulate the area
Init Richard: 1d20 + 4 ⇒ (2) + 4 = 6
Init Torrag: 1d20 + 1 ⇒ (7) + 1 = 8
Init Eladrien: 1d20 + 2 ⇒ (5) + 2 = 7
Init Tenerek: 1d20 + 3 ⇒ (20) + 3 = 23
Init Sjonegaard: 1d20 + 2 ⇒ (15) + 2 = 17
Init Zombie goblins: 1d20 + 1 ⇒ (14) + 1 = 15
init
Sjongegaard, Tenerek
Zombie goblins
Party

![]() |

Tenerek would have grabbed that bow, unless Eladrian wants it as Eladrian can actually see to use it
Tenerek can se again... "Uuughhhh Zombie goblins.. time to fix this problem"
Tenerek forgets he's not really a swordsman and moves into the room and attacks the yellow zombie goblin
2 H Longswrd: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 3 ⇒ (7) + 3 = 10

![]() |

@DM: Are we in the spiral staircase still or a linear hallway. I'm just wondering what my line of sight is.

![]() |

But based on the description he gave it sounds like we've walked down a 50' hallway into this room.

![]() |

Sorry for not updating yesterday. I was out GM-ing most of the day and didn't get around to updating all of the pbp's I'm in
@Torrag; It's a staircase, the 50ft is below - as in down. So you walked down a staircase until you ended up at a point 50 point below the floor you started
Tenerek forgets he's not really a swordsman and moves into the room and attacks the yellow zombie goblin and un-adjusted to their being light again he manages to miss.
Sjonegaard is right on his heels, but also fails to land a blow against the dead goblin.
The zombie slowly move into motions and try to slam their respective fists down on top of Tenerel and Sjonegaards skulls
To hit Tenerak AC: 1d20 + 3 ⇒ (17) + 3 = 20
To hit Sjonegaard AC: 1d20 + 3 ⇒ (3) + 3 = 6
Tenerek still seeing bright spots from the light in here suddenly sees a hand made from dead flesh and bones hit him on the nose and he sees stars.
Damage Tenerek: 1d4 + 1 ⇒ (1) + 1 = 2
Sjonegaard is able to easily sidestep the slow moving fist.
init
Party
Zombie goblins

![]() |

Torrag moves up and casts Acid Splash.
-4 Cover, -4 Melee
Ranged Touch: 1d20 - 7 ⇒ (2) - 7 = -5
I'm pretty sure that misses.

![]() |

Eladrian, still with his Bow out, takes aim at the purple Goblin.
Attack: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

![]() |

Richard take revenge on the zombie that just hurt Tenerek by slicing of it's head in one powerful sweep of his sword sending the head sailing through the air.
Torrag moves closer and manages to aim some acid at the ceiling.
Eladiran takes aim at the goblin with the purple pants but the arrow is deflected by the dead flesh on the zombie's shoulder without causing it any damage (doesn't hit ac)
init
Sjonegaard, Tenerek
zombie

![]() |

Tenerek takes a 5 foot step towards the other Zombie, then uses studied target on it and attacks
2 H Longsword: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 4 ⇒ (1) + 4 = 5
Crit Confirm: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (3) + 4 = 7

![]() |

Tenerek is able to slice of the head of the other zombie, clearing the way to the next part of the emerald spire.
Congratulations, you've cleared the way for the pathfinder society to further explore the site without being attacked by goblins.
For those who haven't don't so but have one, feel free to roll a dayjob in the discussion tab (or to tell me you don't have one)

![]() |

After turning in your report to the Society - you as renowned experts on the Emerald Spire - are send back on mission to explore it further.
Quickly moving through the area you have cleared before and finding out it's still empty of intelligent life - there are a few rats and bats hiding in corners, but nothing bigger. You quickly make your way to the stairs leading down
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.
New map linked above

![]() |

All set to go, everything is updated except for me deciding what to buy. I will let you know what I decide on in the discussion tab, but I didn't want to hold everyone up.
Sword ready, Eladrian slowly moves into the room, looking around
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Ouch.. blind as a bat...

![]() |

Torrag will cast Mage Armor, and if it's ok to do so, since we're out of initiative, pull out a wand, and draw his battleaxe.

![]() |

@Tenerek; outside of initiative, feel free to take 10 or 20 on perception checks when you are examining rooms/doors
Torrag casts Mage Armor (I'm assuming on himself ;) ) and pulls out a wand and draws his battleaxe.
Tenerek spots that the extinguished torch is lying on the floor in the eastern alcove is right outside a secret door which was previously missed by Eladrian. The secret door is unlocked, not trapped and easily opened once you know it's there.
The door to the south is locked from the southern side

![]() |

Behind the secret door is a tiny room, but after examining it (assuming someone takes 20) you find another secret door leading deeper into the dungeon, this door also isn't locked and seems to not be trapped. Opening it you see;
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 large 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 large 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.

![]() |

"Such lovely company that we find ourselves in.." Eladrian says, looking around.
Take 20 on perception for a 31
I am also looking to make sure that the.. things... on the table are going to stay on the table. Nothing like a frankenspider coming at us to ruin a couple nights sleep for the characters!

![]() |

As Eladrian is carefully looking around he notices a large trigger plate for a cage trap that drops from the ceiling. The cage contains a
skeleton suspended in a leather harness.
Two potions (conveniently labeled) of cure moderate wounds are lost in the 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 2 scrolls and a parchment with another Emerald Spire level sigil inscribed on it. When you compare it with the sigil engraved on the Spire in this room, you notice it is different. The parchment sigil is labeled “four” in Azlanti and Common.
The 2 potions and the 2 scrolls detect as magical
Under the bucket of blood you find a key.

![]() |

Knowledge Aracana: 1d20 + 7 ⇒ (14) + 7 = 21
Linguistics: 1d20 + 8 ⇒ (14) + 8 = 22
Assuming the potions aren't trapped by the thread and we have a clear way to them without triggering the cage, Torrag will Spellcraft the potions:
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9
And Scrolls:
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
And Perceptions to identify the potions:
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 1 ⇒ (1) + 1 = 2

![]() |

"You know, these sigils keep popping up around the place. Maybe we should keep a hold of this stuff just in case." Eladrian doesn't quite turn his back on the frankenspiders as he continues around the room. He pockets the key, and then goes over to the door to search it for traps. Once again, he takes 20 for 31

![]() |

The scrolls are one of fly and one of fireball as Torrag is able to determine.
The potions...yeah, they might contain what's on the label..it might contain something else. Torrag can't tell.
(I overlooked that there's another exit from this room - a secret door, which you also found with your perception)
The door Eladrian is examining doesn't seem trapped nor locked (neither does the secret door)