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Modesta already introduced herself on Thursday. Can anyone else see the post?

GM Redelia |

Modesta already introduced herself on Thursday. Can anyone else see the post?
Arggh, how did I miss that? I guess that's what happens when I try to keep a game moving when I have a bad headache as part of a cold. Sorry.

GM Redelia |

Embra Morsk nods to each of you as you introduce yourself. "The Pathfinder Society does not have any representatives in town, but they wish for the Emerald Spire, an underground dungeon of unknown age, to be explored. I am your contact here in town, and I have been provided with funds to take care of your room and board while you are in town between levels. You are to bring any interesting items you find to me, and I will pay the proper taxes on them and send them back to the Society. I will also be able to help you acquire any gear you need. I have arranged for you to spend the night at the Juliver Arms. My friends there will take care of you. Please come back here in the morning so I can provide your last minute instructions."
You make your way to the Juliver Arms, where you settle in for the night. In the morning, you reassemble at the Red Shield Tavern. Embra explains that the Emerald Spire is an enourmous tower of green glass that is over the top of an ancient dungeon. Your assignment for now is to explore the first level of that dungeon, and then return to make your report. Embra provides you with a map to help you find the Spire.
Any questions?

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Initial meeting with Embra Morsk
"Your diligence is appreciated and thank you for making the room arrangements."
In the morning:
A rather bright-eyed and energetic fox-person shows up for the briefing.
"Modesta is not feeling well from the trip. I am here to spread the good word of my lord Ragathiel! May we bring the fiery hands of His justice to those who are deserving!"
Almost as an afterthought she smiles. "Ragathiel's Hand. You can call me Raga for short."

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"Fiery hands! Awesome! Wait, who's Ragathiel? I'm confused, you're his Hand? But you're not fiery like me, but you are red.... Ooohhhh, I get it now."
Sheepishly, Ahraq sets his breakfast down and extends his hand in greeting to Raga. "Sorry Modesta's not well. Welcome aboard, Raga."
He then returns to what's left of his food, and addresses their honorary VC. "So, um, ma'am, are there any reports of what kinds of critters are at this Tower, or anything weird, or special? You know, like, is it haaauuuunted?" he asks while grinning ear-to-ear. "Or are we just clearing out vermin?"

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Raga will eagerly grip the offered hand with a calloused hand of her own.
"I'm sure she'll be fine. Long journeys really take it out of her. It's part of why she called me in to help, because she knew it might be an issue."
She will then twitch her ears and listen to the Society liaison for any last-minute information that might prove handy.

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"Magic and bandits will be no challenge with the blessings of the snows upon us."

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"One should never underestimate their foe. With a shot of luck, even an ant can take down a giant." replies Baku, with a grin.
Nodding to Ragathiel, he offers "Well, it was thoughtful of her to send another in her stead. Pleased to meet you. With all this fire about, lets remember not to burn the world down."
"How many have ventured into the spire before us? Aside from bringing the artifacts to you for dissemination, any peculiar laws we should keep in mind about this place? Specifically those regarding our venture into the depths below?"

GM Redelia |

"Many have tried to explore the Spire, over the past few centuries. Most don't return. It also appears that the residents of the Spire, at least in the top levels, frequently change. This is why I cannot tell you what to expect."
"In terms of laws, the only one that you need be concerned with is that all artifacts and treasure brought into town need to be taxed, but I will take care of this for you. Here is your license from the Hellknights to explore. You may of course use treasures you find while still in the Spire."

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"Well met, Raga....Seems straightforward enough this dungeon business. We have sorcery and steel, surely we can meet any challenge that comes our way."
no other prep needed from me. ready to go.

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"Even if most don't return, if folk have been crawling about it for centuries, surely something of substance has been learned about it. What of its history? Who builds a glass tower downward?"

GM Redelia |

The retired adventuress smiles at Khana. "There are rumors, but nothing is actually known. The story says that what we can see is not the actual Spire, but just a glass cover, and that the true Emerald Spire is a magical crystal that goes deep down into the world. Whether it's true or not, I can't say for sure."
Any other questions before we get started?

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The kitsune nods, adjusting her weaponry slightly.
"Ready to head out on your direction!"

GM Redelia |

You say farewell to your honorary venture captain, and follow the map she gave you to the 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.
You are now in the area labelled A1 on the map. Please place tokens for yourselves there. If you have trouble with this, please let me know.

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"I think maybe I should go first. I mean, I just want everyone else to be safe. Not that you guys can't handle yourselves, I'm sure you can, but, well, uh.... Is that okay?"
Placed

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Blundering along like a school field trip? :)

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"As Pathfinders, we should ALWAYS explore the entirety of the area around a given place. Never know what else we might find that will be useful!" Raga offers, remembering the Confirmation mission she was on... and the overly communicative halfling that gave reasonable advice.

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Shaking his head as the near the spire, Baku mumbles "Beautiful place...least it would be if someone came and picked up all this broken glass."
Glancing towards the paladin, he smiles "So you are more than just a pretty face, eh? Yes, it is wise to take caution and look ahead. If you are comfortable with the role, by all means. Mind your findings so we may document in full upon our return."
Added Herra and Baku to the map

GM Redelia |

You carefully walk around the outside of the broken tower.
Khana: 1d20 + 8 ⇒ (15) + 8 = 23
Baku: 1d20 + 10 ⇒ (4) + 10 = 14
Raga: 1d20 + 4 ⇒ (6) + 4 = 10
Yroh: 1d20 + 5 ⇒ (2) + 5 = 7
Arahq: 1d20 + 4 ⇒ (7) + 4 = 11
Elado: 1d20 + 4 ⇒ (7) + 4 = 11
Near the other side of the tower, you find a little-used path that ends in a wall that doesn't look quite right. When you examine that bit of wall more closely, you find that it is a screen of canvas and wood that has been painted to look like the wall. When you push the screen aside, you see a narrow passage that is quickly lost into darkness.

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Khāṇa takes a deep whiff of whatever might be down there....
[dice=Scent-based Perception]1d20+8[/dice] additional +3 to smell a trap, or +2 to smell anything else hidden down there

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Having played and run this module several times each, I'll be abstaining from general decisions like this last one. Just assume that Ahraq would be inclined to go along with those he perceives to be either smarter or wiser than himself - which in this party is actually everyone. Even the Heron!
After she points out the hidden door, Ahraq watches Khāṇa sniff the air at the entrance and waits (impatiently) for her to give the all clear.
"Coool, a secret tunnel! Let me know when it's clear, and I'll lead the way! It's obvious he's excited and eager to get going, and perhaps he can be forgiven for not using his "inside" voice when others are trying to be sneaky.

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"Hmmm. Let's go this way, then. Most everyone else seems to go the other way, and few have come back from their investigations, right?"
The kitsune adjusts her weapons, pulling out her spear and waiting for word to move forwards.

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Stifling a chuckle, Baku nods and points forward. "Your reasoning is sound m'lady. After you."

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Pausing to pull a small rock from his pack, the man uncovers the cloth around it. Shining brightly, he holds up for a moment before it begins to slowly circle his head.
"Khana, whenever you're ready, we'll follow you downward." he advises the selected scout.
Ioun torch for me.

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Raga will advance at the edge of the druid's light source, not drawing one of her own to rely on her vision capable of handling lower lighting conditions Low-Light Vision

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"Onward then. Have you all the sight to see this path before us?" Yroh peers at the darkened passage, unbothered by the shadows within. Covering his face from the glow of Baku's spell, he observes "I take that as a 'no'."
I arranged us in our rough marching order, apologies if anyone was not ready. I know Ahraq, Khana, and Yroh can see down the tunnel thanks to darkvision.

GM Redelia |

You follow a tunnel which is shored up by rough timbers. It ends in a small space cleared through a pile of rubble. Going through this small space, you find yourselves in a curving hall which has been badly damaged. There are intact doors to the north, east, and south, as well as a large double door leading west to the core of the tower.

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Khāṇa advances cautiously....
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 8 ⇒ (3) + 8 = 11 additional +3 to find traps, OR +2 to find anything else 'hidden'

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"So it is decided."

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"Hey, Khāṇa, the guys behind us said to go left. You check the door, and open it, and I'll lead the way in, if you want," Ahraq says, trying to whisper, but still not really getting the tone down far enough.
Abstaining and accepting the decisions of those smarter and wiser.

GM Redelia |

Khana carefully looks over the door and finds nothing, so Ahraq opens it and you move inside. You find yourself in a room full of cots and other shabby furniture put together from scraps of wood and canvas. You find yourselves almost overwhelmed by the stench of rotting food, probably dairy of some kind. As you enter, six goblins stand up from the cots and prepare to attack you. One of them tosses behind him a chunk of cheese that seems to be the source of at least the worst smell.
Khana: 1d20 + 1 ⇒ (7) + 1 = 8
Baku: 1d20 + 6 ⇒ (12) + 6 = 18
Raga: 1d20 + 3 ⇒ (19) + 3 = 22
Yroh: 1d20 + 5 ⇒ (7) + 5 = 12
Arahq: 1d20 + 4 ⇒ (8) + 4 = 12
Elado: 1d20 + 5 ⇒ (6) + 5 = 11
goblins 1: 1d20 + 6 ⇒ (11) + 6 = 17
goblins 2: 1d20 + 6 ⇒ (5) + 6 = 11
Bold may post:
round 1:
Raga
Baku (and Hera)
goblins 1
Yroh
Arahq
goblins 2
Elado
Khana

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Raga moves up and thrusts her longsword boldly in the face of the greenish goblin nearest her!
Longsword(vs. flat-footed?): 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
"In Ragathiel's name be SMOTE!" she declares as she swings heavily.
Forgot when I did the adjustments that I hadn't bought a spear for the character, so long sword it is :)

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Swallowing back the bile welling up in his throat, Baku mumbles a few words in a far away tongue. "تدنيس الأراضي مثل هذا ؟ جرب هذا للحجم!" With a flick of the wrist, a glob of acid flies across the room.
"Herra, take down the one with the yellow hat!"
"Defile the lands such as this? Try this on for size!"
Acid Splash vs Yellow Touch: 1d20 + 2 ⇒ (2) + 2 = 4
o.O For the sake of the goblins, I hope that misses...
Handle Animal DC 10: 1d20 + 5 ⇒ (20) + 5 = 25