
![]() |

Damn skeletons. Damn jerks who leave tha team wi'out clearing tha entire dungeon. Damn bloody rain. Damn blasted hellknights, stupid tin cans... It seems like Khon'Ur can keep mumbling it endlessly.

![]() |

Am I in the right spot? I was told there was a group looking for some extra bodies...and judging by the griping, it appears I am. I'm Darnellios...nice to meet you... a young lanky elf says as he nods in acknowledgement to the others. He carries a nicely crafted rapier bouncing off his hip.
good to go...

![]() |

"Hi everyone! I am new to this Spire! Is there any follow up for me?" A full-plate comes to the party, underneath the helmet is a young half-orc's face.
"I am Richman. But I am not rich at all!"
Imp directly comes in Vigilante identity

![]() |

Go ta abyss... a damn bloody elf, a damn bloody half-orc, an' a damn bloody blasted razmir fan... I'll be damned, a thousand blasted demons in ta ass...
The dwarf without a beard, but with a bushy mustache and a suspicious for other dwarves grayish skin tone, mumbles something to himself, looking around at the arrivals.
He sighs, spits, shows a gap-toothed, repulsive smile and greets you loudly. Hey, newbies. I'm Khon'Ur .

![]() |

Perception: 1d20 + 16 ⇒ (20) + 16 = 36.
Gabriel raises an eyebrow and smiles, before replying blithely:
"One and half elves, I think you will find my dear Khon'Ur; my father was an elf, although my mother was human."
He then bows.
"As for what I can bring to the party, I am versed in a wide variety of lore, and can provide a modest amount of healing. Apart from that, my spells mostly specialize in debilitating my opponents, although I can also help with any swarms we have the misfortune to run across."

![]() |

I'm good with alarms, traps and the like. Also I'm also not too shabby at poking my foes in the tender areas... the elf says with a smile as he pats his blade.
i'll give my wand to whoever can use it best...don't worry about the charges..use them freely...

![]() |

"I would say I am good at that too." Imp is glad he gots teammate with similar fighting style, "During combat, I prefer to feint and strikr whenever they got tricked."

GM_Colin |

Although half of your previous team were called by various venture-captain for mission elsewhere, the Pathfinder HQ did send you with 3 capable reinforcement to support your exploration in the Emerald Spire. After a ridiculously long ladder climb from the spider cave, having solid ground below your feet is a welcoming sight.
(We started in map 3. I cut the map to 3 sections so that token are normal sized and square are not squeezed.)
The ladder leads to a short hallway with stairs at the north. Broad stone stairs open into a small, irregularly shaped chamber lit by oil lamps. To the east, a short flight of steps leads up to a sturdy door set in the middle of a wall and flanked by arrow slits. To the north, a wide gate of iron bars blocks an archway leading to a larger chamber filled with the eerie green glow of the Emerald Spire.
The keen-eye mage points out that there is actually a hidden door right next to the stairs (red box in map 3). The level 2 veteran can't help but to wonder whether a "secret door contractor" exists to build all of them in Emerald Spire.

![]() |

A physically weak looking gnome with white hair sits cross-legged on a chair. He is wearing just a haramaki for armor and a spell component pouch - showing that he probably is some king of magic user. On his purple skin there are prominent tattoos. Many look like strange patterns, but the one on his left leg shows a tiny scorpion.
The gnome introduces himself to the newly arrived pathfinders: "My name is Tat, Tat Gnosor - and I like fire."
He smiles and winks. "I can make things go BOOM!" Now the smile looks more like a maniac grin...
Tat is a (mostly) blaster sorcerer 3 who specializes in evocation and fire spells.
Example: His current burning hands deal 5d4+5 points of fire damage plus 1 point of force damage... ;-)

![]() |

As our ally spotted the secret door and it is the nearest room near us, we might as explore it. So Tusk opens the door. Well folks, this is this closest door to us, so open first.

GM_Colin |

The secret door leads to what looks like an armory. Weapon racks and wooden wardrobes line the walls of this room. The dummies in the center of the room wear suits of armor. Masks hang on the wall near the door; each consists of a brass nosepiece with cheek guards, from which a veil of red silk hangs.

GM_Colin |

Gabriel's Appraise: 1d20 + 6 ⇒ (9) + 6 = 15
Gabriel thinks those are gas masks of some kind. The nosepiece and cheek guard seal one's mouth and nose to protect against harmful gas, and the silken veil is probably for ......decoration?

GM_Colin |

"Well, if gas masks are needed around here, I am certainly not one to say no..."
He immediately tries to fit one of them to his face.
As Gabriel turns the mask over and trying to put it on, he notices that there is a small reservoir in the nosepiece holding some sort of liquid, which seems to be able to dispense its content into the cloth. Without actually dripping out the liquid, you can't tell whether they are air refreshener or built-in antidote.
Anyway, the mask fits.

GM_Colin |

Darnellios looks over the masks and the weapons.
[dice=appraise]1d20+6
The elf confirms the half-elf's assessment on the gas mask, and counts 10 short swords, 12 daggers, 4 light crossbows, 3 composite short bows (+2 Str), 2 suits of leather armor, and 3 suits of padded armor in the armory room.

![]() |

Tusk is amazed at the room. Crossbows and Bows but no ammo. Reminds me of this one level, The Depot, of this one room in Goldeneye 007, you can pick a bunch of empty soviet KFC 7 guns.

![]() |

"Extra cover! I will take one mask"
"Me, too! Better safe than sorry!"
Tat is eager to get protection - if the masks were stashed here behind a secret door, they most likely were needed somewhere close.
Then he casts detect magic and checks out all of the stuff found here.
Afterwards, the gnome scans the room itself, using the same cantrip again.

![]() |

"I'll follow."

![]() |

Imp tries to use the wand of Long Strider
UMD +7 VS DC20: 10d20 ⇒ (17, 3, 2, 4, 9, 4, 4, 13, 18, 20) = 94
He successfully cast the spell at the 1st time.

![]() |

Tusk picks up and wears a mask. And he follows behind.

![]() |

Khon'Ur is not wearing a mask yet, but holds it in one hand (shield in the other). Moreover, he moves away from the door. Open up, he says.

![]() |

diplomacy: 1d20 - 2 ⇒ (14) - 2 = 12 I didn't know there were people in here, I thought this place was only full of spiders, goblins and undead. We are Pathfinders.

![]() |

"Easy, man! We don't mean to have a conflict here"
Diplo to change attitude: 1d20 + 9 ⇒ (11) + 9 = 20
"As my peer said, we are Pathfinders. My name is Richman. We are here to explore this unknown spire. May I have your name please?"

![]() |

"Uh, what they said."
Aid Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14

GM_Colin |

"Is 'pathfinder' a synonyms for honey-tongued uninvited guest? You are in the Splinter's territory, and unless you have a better reason to be here, move along." you heard the sound of the metal gate lifted with the sounds of chain, "The gate is opened for you. If you want to explore the spire, go downstairs. There're crazy fish-lizard-people that lives down there, and that's probably what you want."
(Sigh)This is the part where it make more sense in non PFS-episodic environment where floor can be skipped

![]() |

Well is there anything we can do for you while we are here? After all, you are down here. Do any of you come up to the surface to fetch food and water, or are you afraid of floors one and two and are trapped down here? What about this floor, is this floor cleaned up and to your likings?

GM_Colin |

Although the folks at this level might sounds innocent, their brief self-intro reminds knowledgable Pathfinders like Gabriel about the Hellknights mentioning a gang of outlaw called Splinters of Echo Woods that, as the name suggest, menacing the nearby forest. The Emerald Spire do seems like an ideal place to hide from the Hellknight------the Spire is dangerous enough for the Hellknights to go out of their way to hire Pathfinders to deal with.
Now that you have lost the element of surprise (that's hard to maintain with how many heavy armor user you have anyway), do you want to go for a frontal assault to the Splinters in the name of the LAW/Drandle Dreng/whatever god you might worship, or do you want to use deception and come up with an excuse for them to let you in, so that you might find their leader directly?

![]() |

All right, man, we're getting out o' here now. Close tha damn door, ye a*+!!~!s, why shou' we go where we're nae called?
Khon'Ur shouts this quite loudly and, taking advantage of the fact that he is not visible to the outlaws, winks at you.

GM_Colin |

Bluff: 1d20 - 3 ⇒ (17) - 3 = 14
Sense Motive 1: 1d20 + 1 ⇒ (10) + 1 = 11
Sense Motive 2: 1d20 + 1 ⇒ (1) + 1 = 2
LOL
"Right, close the door on your way out. The crazy fish-people and their so-called Godhome is just down the stairs. They even have a greeter that speaks Taldan." says one of the Splinters.

![]() |

Imp tries to buff himself with his wand of Divine Favor
UMD: 1d20 + 7 ⇒ (4) + 7 = 11
UMD: 1d20 + 7 ⇒ (16) + 7 = 23

![]() |

Shield of Faith before entering the door.
Buddies, dinna ye think it's better ta go in from tha other entrance, where they were standing? Nae ta go ta them, but ta be face ta face right away? Otherwise, they will have time ta pull out their weapons..., Khon'Ur whispers.
I pointed at the door with a red arrow on the map. It must be checked for traps first. And also, is it locked? If yes, then we abruptly open next to which we are now and rush in.

![]() |

Tat is also on board. He casts his new bloodline spell mage armor on himself. (Duration: 4 hours)
"I could greet them with a cone of fire, if you want?"

GM_Colin |

Shield of Faith before entering the door.
Buddies, dinna ye think it's better ta go in from tha other entrance, where they were standing? Nae ta go ta them, but ta be face ta face right away? Otherwise, they will have time ta pull out their weapons..., Khon'Ur whispers.
I pointed at the door with a red arrow on the map. It must be checked for traps first. And also, is it locked? If yes, then we abruptly open next to which we are now and rush in.
There're arrow slits that sit next to that door, and if you were to check for trap/lock on that door, the Splinters will probably see you still linger and poking around.

GM_Colin |

Haven't hear from the elf rogue and half-elf arcanist for a week, wait to see if they want to do any prep before going in. This game is not in any PbP convention so we don't exactly have a time constraint, but I will still prefer if we move forward in a steady (albeit slow) pace.

![]() |

argh...o posted...must have got eaten...i'm good with the plan... Darnellios tries to sneakily check the door.
stealth: 1d20 + 9 ⇒ (17) + 9 = 26
perc, traps: 1d20 + 12 ⇒ (19) + 12 = 31