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Heavy Pick + Fury of the Abyss + Flank: 1d20 + 4 + 1 + 2 ⇒ (20) + 4 + 1 + 2 = 271d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
CRIT??: 1d20 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9
REROLL FOR GOBLIN T-SHIRT! WITH +2 for GM stars!
CRIT??: 1d20 + 4 + 1 + 2 + 2 ⇒ (17) + 4 + 1 + 2 + 2 = 26
BONUS DMG: 3d6 + 9 + 3 ⇒ (4, 6, 6) + 9 + 3 = 28
x4, SO 37 DMG
FOR THA GLORY O' CHANDRABHA!! BLOODY DIE! Filled with demonic rage, the dwarf with a growl sticks a pickaxe straight into the enemy's skull, spraying his brains in all directions.

GM Mike...R |

Tat pummels the disarmed creature with another blast of force energy to its clear displeasure. Fraxon then swings but his blow is not as accurate as he thought.
The enemy begins reaching down trying to grab its dropped weapon... but just at that moment Khon'Ur pounces, bringing his pick down hard on the creatures now dangerously exposed head, driving it deep into the creatures cranium. A confused look briefly flashes across Grulk's face, and then he collapses to the floor, very much dead...
Oof, pick crits do tend to be somewhat painful! I'll post the aftermath tomorrow.

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That was also a really good damage roll! A result of 21 for 4d6 is nothing to sneeze at. Being able to reroll the crit confirmation roll was essential, too - I'm really glad you picked up that goblin t-shirt. ;-)

GM Mike...R |

With their foe dealt with the party search the body and the rest of the room. In addition to his composite longbow, morningstar and leather armour the party find a ring of feather falling plus a variety of coins an gems on the corpse. The rest of the room mainly contains mundane items including a good supply of equipment for practicing archery. In the western wall they also find a secret passage with ends abruptly at an opening 60 feet above the ground (potentially a useful exit route when combined with the ring of feather falling).
Heading back down the stairs, it is clear that any remaining goblins in the keep have beat a hasty retreat following the death of their leader. This allows the party to explore the rest of the tower at their leisure.
They start with the bedroom which is opposite the stairs heading upwards, where they find a bone scroll tube containing a sheet of parchment on which is drawn a complicated magical sigil in iridescent green ink. Next they check the tunnel next to the bedroom, which leads outside to a little used path on the southeast side of the tower. The entrance to this tunnel from the outside is covered by another canvas screen painted to blend in with the surrounding rubble.
Through the door on the opposite side of the tunnel from the bedroom the party find what appears to be a barracks. This room is full to bursting with a motley collection of cots and other furniture cobbled together from scraps of wood and cloth. The stench of rotting food is overpowering. A riot of broken bits of metal, glass, stone, and other things clutter the room. Little parcels of soured food are found hidden throughout the area, including one particularly stinky piece of cheese. Under one of the goblin beds, wrapped in a tattered and dirty piece of cloth, is an arm that looks like it may have belonged to the automaton the party encountered earlier.
On the other side of the spire, closer to where the party entered the keep, they find another side of double doors leading to some stairs heading down. While the locked doors on the other side of the passage from the stairs down lead to an armoury of sorts containing rows of wooden racks on the walls holding a ramshackle collection of rusty blades, scraps of armor, and warped arrows.
Does anyone want to do anything before heading back to Fort Inevitable?

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Tusk will return the bow and arrows to the downed goblin while he was still unconscious but before he could leave, assuming that hour hasn't passed from that fight till now and he woke up conscious.

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Tat will inspect the bone scroll tube containing a sheet of parchment on which is drawn a complicated magical sigil in iridescent green ink.
(using detect magic)
Spellcraft t: 1d20 + 6 ⇒ (19) + 6 = 25
He will scan all areas of interest and equipment found with detect magic, too.

GM Mike...R |

The party complete their investigation of the spire. Examining the scroll tube and its contents Tat concludes that the sheet of parchment is not a magic scroll, however the sigil does detect as magical, it seems to have been created by a technique similar to the arcane mark spell.
Examining the rest of the ruin with detect magic Tat discovers a few other things of interest. Just above the landing at the top of the stairs leading down is another complex sigil about the size of a human hand marked on the green crystal of the spire itself. This sigil is different from the one in the scroll case.
Furthermore the two goblins who the party first encountered both have potions in their possession which detect as magic, examination of these shows them to be potions of cure moderate wounds.
More broadly the whole ruin is permeated by various ambient magics, one of which you believe may be responsible for the strange lighting conditions inside the keep.
Once the investigations are complete the party leave the ruin and meet back up with their guide Branek. From there they head back to Fort Inevitable to make their report to the Hellknights and then return to Daggermark to report their findings to Venture Captain Bosk.
Upon their arrival at Dryblade House, the Venture Captain is delighted to see everyone. It appears news of their successful clearing of the upper ruins of the Emerald Spire has proceeded them. "This is excellent news." notes the Venture Captain. "It seems Lady Drovust was impressed by the efficient job you did of clearing the ruins and is now open to the idea of further Pathfinder expeditions into the Spire to investigate the lower levels. This could be a major coupe for the Society. Well done!"

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It wasn't a bad job. There were a couple o' nice fights!
GM Mike...R, thanks! I really enjoyed this adventure!