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Emerald spire pdf download

Emerald spire pdf download

EMERALD SPIRE SUPERDUNGEON PDF,.NET Libraries

DOWNLOAD PDF FILE. Recommend Papers. Pathfinder Flip-Mat: The Emerald Spire Superdungeon Multi-Pack The Emerald Spire Six miles northeast of Fort DOWNLOAD: PATHFINDER MODULE: THE EMERALD SPIRE SUPERDUNGEON. Pathfinder Module: The Emerald Spire Superdungeon PDF Book The papers are organized in topical blogger.com Pack is a compilation of blogger.com blogger.com and blogger.com for WPF. Request free customized demo just for you. To help you evaluate our product without any watermarks or Download Emerald Spire Superdungeon - Flip-Mats. DLSCRIB - Free, Fast and Secure. DOWNLOAD PDF. Report this file. Description pathfinder maps for emerald spire Account 04/09/ · The Emerald Spire Superdungeon features seven new monsters, a detailed description of the nearby settlement of Fort Inevitable, and the history of supeddungeon Spire ... read more




and his minions early in their explorations, and Jharun is still held captive by the Numerian mage. However, Tiawask escaped from Klarkosh and fled deeper into the Spire to avoid pursuit. To confirm his hypothesis, Abernard is anxious to commission a careful and deliberate survey of the Spire and all its levels. He fully understands that this is a highly dangerous undertaking, and that an old, clumsy sage has no business wandering around in the depths of the Emerald Spire. However, he has arranged for a rich reward to the party that reaches the bottom of the Spire and brings him back maps and descriptions of the whole structure. ADVENTURE HOOKS As far as dungeons go, the Emerald Spire is easy to find, highly accessible, and popular with the adventurers passing through the Crusader Road these days. Many make the short hike from Thornkeep or Fort Inevitable to at least poke around the surface ruins and admire the old Azlanti structure.


A good number venture into the first level or so, and beat a hasty retreat when they discover that dungeoneering is not a lark. In fact, more than a few bandits have taken to watching the Spire Glen, so they can rob easy targets who escape the dungeon: bands of neophytes, sightseers, or exhausted parties of veterans in no condition for another fight. Strange new forms of undead monsters have begun to plague both Thornkeep and Fort Inevitable in recent months, and powerful spellcasters throughout the Crusader Road area have reported scrying efforts from an unknown source able to brush aside their normal screens and defenses. Worse yet, whatever power is stirring seems to be able to exercise conscious control over the mysterious portals of the Spire Glen, using them to disgorge monsters or capture travelers far from the Emerald Spire.


High Mother Sarise Dremagne of Fort Inevitable has successfully divined one small clue about this strange new threat: the emblem of a crown above a skull. The Missing Wizards Several weeks ago, the wizards Tiawask and Jharun of Thornkeep set out to explore the ruins of the Emerald Spire and research the portals underground. They have not returned. Both are members of the Goldenfire Order, and Iliara Starcloak—the leader of the order—is now seriously concerned about her missing colleagues. The two wizards are indeed lost in the Emerald Spire, and in need of help. They fell into the clutches of Klarkosh 21 The Emerald Spire There is one more presence in the Emerald Spire worthy of mention: the wizard Tiawask. Tiawask managed to escape, but was forced to flee deeper into the dungeon.


She has marked out a trail of sorts, leaving mysterious clues and warnings for anyone following after her. 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. T he first level of the Spire dungeons consists of the Tower Ruins, a crumbling Azlanti edifice that surrounds the tip of the Spire.


The last residents of the ruins were the goblins of Zog, around years ago. It was the legend of this goblin kingdom that led the bugbear Grulk to explore the ruin 5 years ago and find a place to establish his own domain. Using the legends of Zog, he lured a number of the young warriors from the nearby Bloodbriar goblin tribe, filling their heads with tales of glory. The goblins put up a valiant effort to defend their home, but Klarkosh was just too powerful. In the end, Grulk made a deal with the Numerian to secure a truce—the goblins would protect the entrance to the lower levels for Klarkosh. FEATURES OF THE LEVEL The environment within the Tower Ruins is strange in ways both physical and magical. Light Consumption: Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius.


The Azlanti builders created this magical effect to activate once night had fallen, but it is permanently stuck in its night setting. Anything beyond the 5-foot area is darkness. Creatures without darkvision take a —4 penalty on Perception checks that rely on sight. The descriptions of rooms talk about all the features of each room, but because of the lighting the PCs might not learn all this information at once. Adjust the read-aloud text to match what the PCs can see. Rubble: The tower around the Spire is one big ruin, with debris strewn across the floors. Ceilings: In hallways, the ceilings are 10 feet high. In rooms, they extend 20 feet high. 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 barricade to the east is designed to be just passable to a goblin. A Small creature can squeeze to move through. A Medium creature must succeed at a DC 30 Escape Artist check to wriggle through. A very strong creature can shove through the barricade by making a successful DC 25 Strength check. Creatures: A goblin commando and her goblin dog mount always guard the entrance to the goblin lair. A second commando and mount rest in area A3.


Goblins being the lazy creatures that they are, the guard takes a —2 penalty on her Perception check to notice approaching creatures making any effort to avoid detection. OFFENSE Speed 30 ft. The goblins created this serpentine alternative path so they could more easily traverse the hillside into their home. A goblin sentinel and his goblin dog are on guard in area A2, watching over this path. TACTICS Before Combat If the commando spots intruders, she takes a round to warn the commando in area A3. That commando and goblin dog arrive in 3 rounds, after spreading the general alarm. During Combat The commandos use their superior mobility and the darkness in the entryway as they shoot at the PCs. Morale If one commando is killed, the other retreats into area A6. Entryway CR 2 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.


First, the PCs might scramble up the ruined stairway and steep embankment leading to area A4, which requires a successful DC 10 Climb check because of the loose rubble that covers the slope. Second, PCs who carefully scout may discover the concealed doorway leading to area A11 a DC 15 Perception check. Grulk and his goblins only expect attackers to come from area A1. The Kennel CR 2 Piles of rags and bones are piled up into nest-like beds around this circular room. A door to the northeast leads to other rooms. Creatures: If the PCs get by the goblin commando in area A2 without being noticed, another goblin commando and goblin dog are resting here. If the commando in area A2 noticed the PCs and warned the goblin in this room, this goblin warns his allies in area A6, then returns to area A2 and joins the fight 3 rounds after the first sentry raises the alarm. Ruined Hall CR 1 This large foyer seems to have been the main tower entrance, but the grand doorway leading outside is now a broken mass of glass rubble.


Crumbling archways lead to the north and south. When the Azlanti knights razed the tower, they started by blowing their way in through the front door. The hall is badly battered, with rubble strewn everywhere. Creatures: This encounter presumes that the sentries in areas A2 and A3 raised the alarm, and that these three goblins have been stationed here to lure intruders into area A5 by feigning retreat after a round or 2 of combat here, then trigger the trap in that room. If the alarm was not raised, these goblins are still relaxing in area A8. GOBLINS 3 A6. The following description applies to the northern section. A small table with four rickety chairs sits in the middle of the room. A pair of dice lies on the table amid cups and plates. XP each hp 6 each Pathfinder RPG Bestiary A5. The Dead End The tunnel to the north is covered by a canvas screen, painted to blend in with the walls Perception DC See area A5 for a description of this tunnel.


The southern section of the room is described below. This round tower is badly damaged, its floor strewn with rubble. If a goblin successfully triggers the collapse, falling rocks crash down on the squares marked on the map. To the north, a short passageway leads to a similar room. Doors are set in the eastern wall of the room and both walls of the passageway. After the rockfall, the entrance between areas A4 and A5 is blocked. It takes 20 hours of work to completely clear the passage of rubble. A simple screen of dusty canvas covers the entrance to a cramped tunnel leading east Perception DC Just inside the western end of the tunnel is a pull-rope that triggers a collapse in the doorway of this tower.


Pulling the rope is a standard action for any creature in the tunnel mouth. The goblins attempt to get any surviving PCs to chase them down the hidden tunnel to A6. The tunnel is 4 feet tall. Medium creatures walking upright can navigate the tunnel by squeezing to move and thus taking a —4 penalty on attack rolls and a —4 penalty to AC. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures including goblin dogs. The tunnel leads to a concealed exit in area A6. The goblins fight ferociously in the tunnel, with a fallen goblin being replaced immediately by another of its kin. Armory The door to area A7 is locked. Creatures: This is the main guardroom for the inner portion of the complex. The two guards stationed here have been ordered to patrol both sections of the room. One of the two goblins stationed here has fallen asleep on his half-eaten plate of food.


She is so engrossed in the process that she takes a —4 penalty on Perception checks to notice intruders unless the general alarm is raised. GOBLINS 2 The door to this room is locked with a poor-quality lock Disable Device DC 15 to unlock the door, or Strength DC 20 to force it open. Rows of wooden racks on the walls of this room hold a ramshackle collection of rusty blades, scraps of armor, and warped arrows. Six Small dogslicers and six Small horsechoppers are piled haphazardly around the room. The other items are unusable and worthless.


The stench of rotting food is overpowering. Doors lead to the west and the north. A riot of broken bits of metal, glass, stone, and other things scavenged by the goblins from the ruins of the keep and the surrounding woods clutter the room. Goblins find value in practically everything, so this chamber looks as much like a trash heap as it does a living area. Grulk forbade eating in this room, and has ordered his goblins to eat in the mess hall area A9. Of course, little parcels of soured food can be found hidden throughout the room. Creatures: On a normal day, six goblins are here whiling away the time admiring their collections of junk or playing games with rules that change moment by moment, many times ending in bloodshed of some sort. The other six goblins that live in these quarters can be found throughout the rest of the tower—two in area A6, two in area A9, and two in area A This encounter presumes that the alarm has been raised, and that three of the goblins normally here moved to area A4, and three remain here to defend the barracks although one of the goblins remaining here goes to area A13 to warn the goblins there, returning 3 rounds later.


If the alarm was avoided, the three goblins listed in the Creatures section of area A4 are here instead. This curio might fetch as much as 20 gp in a larger city market. Decaying food of an indescribable nature sits on the tables. At the southern end of the chamber, doors exit to the east and the west. OFFENSE Ever since Grulk outlawed eating in the barracks, this room has seen a lot more usage than it did in the first few years of occupancy. It is rare for the entire tribe to eat at one time—only when the tribe scores a horse or some similarly large prey does Grulk allow the entire tribe to eat at once. Creatures: Currently, two Bloodbriar goblins are fighting over the hindquarters of a mangy coyote Grulk killed the previous day.


Their argument can be heard for quite a distance outside the room, and prevents them from hearing the general alarm if it has been raised. TACTICS XP each Before Combat If Skizzertz hears combat in area A9 or A11, he casts resistance on himself and hides behind Clanky. During Combat Skizzertz casts bless on himself and Clanky. He then uses his offensive spells to support Clanky in combat. Morale If Skizzertz is losing, he uses copycat and flees. Kitchen Laboratory CR 3 This curving room is a good-sized kitchen, complete with decaying tables, cupboards, and bins. In it, he perfects his creation, his magnum opus: Clanky. Skizzertz found the damaged and discarded automaton 3 months ago and has managed to keep it a secret from Grulk and the rest of the goblin tribe by forbidding them entry.


With a lot of luck, Skizzertz managed to reanimate the automaton by rummaging around in its damaged insides. The shaman is about ready to use Clanky to depose Grulk when the characters arrive at the complex. Creatures: The shaman spends almost all his time here, working on his automaton. Skizzertz is anxious to test his handiwork, and the PCs are just the test subjects he needs. CLANKY CR 2 XP Variant emerald automaton see page N Medium construct Init —1; Senses darkvision 60 ft. During Combat Once combat ensues, Clanky positions itself in whatever way best protects Skizzertz. Morale Clanky fights until destroyed. It seems the Azlanti tower was built around a core of some other material—a spire within a spire.


SPECIAL ABILITIES Electric Explosion Su Once Clanky is reduced to half its hit points or fewer, it crackles and fizzles for 1 round while continuing to fight before exploding. Each non-construct creature within 10 feet takes 1d10 points of electricity damage Reflex DC 11 negates. The save DC is Constitution-based. These stairs circle around the Spire, leading up to area A They circle around the Spire two and a half times, climbing through ruined and impassible levels to a large chamber at the top of the tower. The curving stairs end in a sturdy wooden door with a shuttered arrow slit in its middle. Treasure: The pieces of Clanky could be sold in a larger city to an interested buyer for 75 gp. Descending Stairs CR 1 A Back Door Stairs wind downward to the right, circling around a glowing wall of semi-translucent green stone. This curving hall has been badly damaged, but there are intact doors to the north, east, and south, as well as a large doubledoor leading west to the core of the tower.


The southeast corner of the room has collapsed in a mound of green glass rubble, but a tunnel runs through the debris, shored up with rough timbers. These stairs circle around the Spire, leading down to area B1. Just above the landing, the green crystal Spire is marked with a complex sigil the size of a human hand. A character who succeeds at a DC 15 Knowledge arcana or Linguistics skill check recognizes the sigil as an identifying mark similar to an arcane mark. Creatures: Grulk has stationed two goblins on the landing. Goblins dread this duty for two reasons—if Grulk catches you catnapping while guarding his stairs, your life will be very short, but that may or may not be worse than what lies below down the dark stairs. The sounds of moaning and slow, shuffling footsteps below are enough to conjure up all sorts of horrors in the minds of the unfortunate goblins.


The tunnel leads to a little-used path on the southeast side of the tower. From the outside, this entrance is covered by a screen of canvas and wood painted to blend into the rubble Perception DC Various automaton parts lie scattered around. This is the bedchamber of the goblin cleric, Skizzertz. After Grulk blamed him for the defeat at the hands of Klarkosh and his automatons, Skizzertz has dreamed of deposing the bugbear chieftain and taking over rulership of the tribe. Skizzertz found a damaged emerald automaton 3 months ago. This is the runic symbol needed to travel directly to Level 6 via Spire transport see Spire Transport on page 19 , although the PCs have no way to use it until they find a Spire transport token see page Klarkosh created these two zombie goblins and stationed them here as a deterrent to curious goblins.


The goblins are too afraid to come down here, so nobody has seen him use the Spire in this manner. He is wiling to offer free passage to the levels below the tower ruins and share what he knows about Klarkosh not much. Morale The zombies fight until destroyed. During Combat Once combat begins, Grulk uses the arrow slit to give himself improved cover. Morale If reduced to 13 hit points or GRULK fewer, Grulk flees out the secret passage and uses his ring of feather falling to escape. Quest: Once they discover the sigil on the Spire, the PCs gain the Transport Tools quest. They complete it as soon as they collect a Spire transport token, gaining XP.


Story Award: For finding stairs that lead down, the PCs gain XP. 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. Development: If both Grulk and Skizzertz are killed, any surviving goblins quickly abandon the ruin. It remains unoccupied, although if PCs spend months plumbing the deeper levels, they may emerge to find new denizens here. Quest: If they parley with Grulk, the PCs might learn about Klarkosh and gain the Clockwork Scourge quest.


The original passageway was blasted away millennia ago. Climbing down the tower exterior from here requires a successful DC 25 Climb check. Creature: Grulk is paranoid, keeping the door to his lair locked at all times. The arrival of Klarkosh has made him even worse. Grulk might parley with Descent to the Next Level The stairs leading downward in area A13 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 to the first subterranean level, the Cellars. Klarkosh has little interest in other trespassers, so Gorloth is free to destroy them, feed them to his arachnid allies, or use them in his own experiments to populate the Cellars with new undead defenders.


T he Cellars were originally an outpost for Azlanti exiles examining the Spire, but many occupants have come and gone. The most recent were smugglers killed by moon spider invaders from the Echo Wood. He used command undead to compel a bone priest named Gorloth to guard the Cellars and control the spiders. Klarkosh must refresh his command over Gorloth once per week, at which point he also gathers a full report from the bone priest. Gorloth and the moon spiders are familiar with the layout of the Cellars and its secret doors, and can operate all the unlocked doors on this level. Gorloth has keys to the locked doors and knows where spare keys are located.


The moon spiders obey the bone priest and never attack him, and he opens doors to let them move around the level. The moment any moon spider discovers intruders, it uses its obscuring mist power and communicates a warning to any nearby spiders, which do likewise. Gorloth knows the layout of the Cellars so well that he can find his way around even when surrounded by impenetrable mist. Illumination: The area is dimly lit by irregular, luminescent patches of greenish-white, furry mold that feeds on the dustlike moon spider dung scattered about. However, both the bone priest and the moon spiders possess darkvision and have no need for light. Webs: Many parts of this level are choked with moon spider webbing. Doors: Regular doors are featureless stone slabs and unlocked unless otherwise stated. All secret doors are unlocked and can be found with a successful DC 20 Perception check. Ceilings in the hallways are 10 feet high; ceilings in rooms are 20 feet high.


Trap: These pit traps consist of well-oiled, hinged floor slabs held in place on the underside by moon spider webbing. Each opens into a foot-square and foot-deep spiked pit that has a foot-deep alcove at the bottom, in which a moon spider lurks. When a pit trap is triggered, the moon spider rushes out of its alcove, pushes the pit trap door into the closed position, and webs the trap shut again. A single creature can force the trap door open with a successful DC 15 Strength check. Of course, if a character stands on the trap door to force it open, she falls into the pit when she succeeds. Once the doors are open, quick-thinking PCs can wedge them in that position with a successful DC 10 Disable Device check.


SPIKED PIT TRAP CR 2 XP B1. Cellar Stair Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger location; Reset moon spider webbing Effect ft. 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. Moon Spider Lair CR 2 The door to the south is locked from the southern side Disable Device DC 25 , and there is no sign of a key. Gorloth carries one key that opens this door, and identical keys are hidden under the bucket of blood in area B8, and in area C3 of the level below. The door to the southeast is ajar. The extinguished torch is lying on the floor in the eastern alcove, right outside the secret door.


If the PCs locate and open the secret door see the sidebar , the second door to area B8 inside the small secret passage is obvious. The walls and ceiling of this room are hidden behind a thick, gray-white forest of spider webs that blocks all vision beyond ten feet. Webs are everywhere, creating a maze of vertical sheets. Gray, furry dust clings to the sticky, white webs. The desiccated, shriveled corpse of a long-dead man hangs spread-eagle across one of these layers of webbing, and rusty swords, daggers, and axes hang securely from others. The western door of this room stands ajar, held open by chunks of masonry serving as doorstops.


PCs who successfully listen at a door Perception DC 15 before entering hear a faint, intermittent clinking sound, as if two small pieces of metal are striking each other softly. The clinking is coming from a web festooned with a scattering of copper coins, the silk rippling and jangling the currency as an unseen force repeatedly tugs it from behind. The invisible force is actually a moon spider tugging the sheet as it mends a hole torn in its web by a block of stone that fell from the ceiling. The block shattered upon landing and is now a small pile of rubble on the floor. Spider Pit Trap CR 4 Four spider pit traps are positioned throughout the level.


They match the surrounding flagstones quite well and are triggered by the weight of any Small or larger creature stepping on the trap door. After the moon spider reseals the trap, it attacks the victim who fell into the pit. See Webs section in the sidebar on page Creature: A single moon spider lairs in this chamber. It initially retreats silently from intruders, remaining hidden by its webs as long as possible while seeking to get between the PCs and the door. At that point, the moon spider attacks, trying to bite each foe once before moving to unbitten foes. The spider pursues foes that escape its lair, stalking and awaiting a good chance to strike wounded or distracted PCs. MOON SPIDER CR 2 XP hp 22 page B4. The Table CR 2 The door to this room is locked Disable Device DC The bone priest Gorloth carries one key; another is lost amid the rubble on the floor of area B6.


The same key also opens the doors to areas B1 and B5. The ceiling is blank save for four 1-footwide, round steel medallions, one set into each corner. The floor is equally bare except for a pedestal in the center of the floor made of a single five-foot-square block of stone, about two feet high. On the pedestal sits a metal-framed wooden chest, and to the side of the pedestal rests a shallow hole in the floor housing what looks like a brass door handle set into the stone. A stone tile lying loose nearby is clearly designed to fit over the hole, concealing the handle. CRUSHING STONE SLAB TRAP CR 2 XP Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Allow any character inspecting the room to attempt a DC 25 Perception check. The same check reveals the three secret doors in this room on a result of 20 or higher. A 1-foot-square hole is cut into the stone floor immediately south of the pedestal. Lying beside the opening is a stone lid that fits into this hole, resting on a lip running around the inside of the opening.


The hole is about 1 foot deep, and a Trigger touch; Reset manual Effect Crushing ceiling 2d10 damage, Reflex DC 15 save avoids ; multiple targets all targets in room B5. The Live Trap CR 3 The door to this room is locked Disable Device DC The bone priest Gorloth carries one key, and another key is lost amid the rubble on the floor of area B6. The same key opens this door and the doors to areas B1 and B4. The webs in this chamber hold two longswords, five daggers, and one hand axe, all rusty but still usable. A purse containing 42 copper pieces is also caught in the web. brass handle fastens into the stone at the bottom. If the stone lid is replaced, it covers up the brass handle. Trap: The entire ceiling is one huge stone slab, pierced in its corners by massive bolts. The four medallions, which are the ends of these bolts, are fastened to oiled chains on pulleys in the space between the suspended ceiling and the real ceiling.


If either the brass handle in the floor is turned or the chest atop the plinth is opened or shattered, the falling ceiling is released. The chest itself retracts into a cleverly concealed hollow inside the stone plinth to keep from being destroyed. The trap is reset by the brass CHEST handle next to the pedestal. Resetting the trap causes the slab to slowly crank back up into position and the chest to rise out back out of the plinth. In this space, chain pulleys from which the false ceiling is suspended and the trigger rods that free the ceiling to fall are in plain sight.


WEIGHTED NET TRAP Wisps of decayed and sagging spider webs droop from the walls of this room, which appears to be empty except for the long-dead, dismembered corpse of a giant spider and a stout, freestanding wooden closet in the southwestern corner. The ceiling is covered with dusty spider webs bulging down from a grid of wooden beams and plaster fifteen feet above the floor. Faint moans and plaintive sobbing come from the closet. The moment the closet is touched, the voice ceases and the closet collapses, the heavy panels falling outward the closet is held together only by loose wooden pegs.


Then out rushes a fast zombie. Creature: The fast zombie attacks until destroyed. It has been commanded to remain next to the walls and thus avoid entering the 4 trapped squares in the center of the room. The zombie circles the room to get at enemies rather than moving across the middle of the room, which might alert clever players about the danger of the net traps. ADVANCED FAST ZOMBIE CR 1 XP B6. Rubble-Choked Hallway The floor of this small hallway is partially blocked by heaps of stone rubble. A skeletal human hand protrudes from one pile of rubble. The debris looks old, and the few sagging strands of web draped over the rubble seem to have been here for some time. The rubble is difficult terrain but is otherwise not dangerous. The PCs can easily step over the rubble to open the doors in the hall; none of it needs to be shifted to let the doors swing open.


The debris fell from the ceiling above, where something violent blasted away solid stone to create a cavity. In the center of the cavity, about 15 feet above the floor, a 5-foot-diameter irregular hole or shaft rises up into the darkness. Anyone who digs through the rubble finds that the human skeleton buried within has been shattered into many pieces. Under the skeleton is a key to the doors of areas B1, B4, and B5. The shaft ascends another 5 feet, then turns horizontal as a 5-foot-diameter tunnel that runs about 10 feet and ends. This is already included in its stat block.


The Tomb CR 3 Trap: Four weighted net traps are hidden in the space above the plaster ceiling, each linked to a pressure-plate trigger in the chamber floor and the zombie closet. These are initially inactive, but once the closet is opened, the pressure plates are armed. Any creature stepping on one of the marked squares after that point releases a heavy weighted net, which falls through the thin plaster of the ceiling panel directly overhead. Gorloth created this trap to immobilize intruders so he can capture any who are arcane spellcasters and slay non-arcane spellcasters at his leisure. This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires.


Drapes of dust-covered spider webs cling to the ceiling. This large room is dark and silent, the only chamber in the Cellars with no luminescent moss. The first time a PC approaches any casket, read the following. When a Small or larger creature steps in the marked area, a ceiling panel falls open, and a rectangular steel cage plummets from the ceiling onto a foot-square area of the floor. A chill breeze arises from nowhere with an eerie howl. The room seems to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away. This effect is a programmed image cast long ago to dissuade tomb robbers. It resets 24 hours after being triggered. When triggered, the same eerie effect occurs simultaneously in areas B8 and B10, alerting Gorloth to an intrusion into this chamber.


Creatures: Each casket contains a human skeleton, six of which are undead; the other two are too badly damaged to animate. As soon as a casket is opened, however, all six skeletons animate and attack any living creatures in this room. Skeletons in closed caskets use their first turn to push aside the lids and stand up. Chamber of Undeath CR 2 Creature: The skeleton in the cage attacks any character trapped inside with it, usually gaining surprise. If the skeleton is destroyed, the nearby Spire energies cause it to collapse into its component bones, rattle out between the bars of the cage, and reassemble at full hit points outside the cage at the end of the round. If the PCs defeat the skeleton two separate times, they gain XP for it twice. 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 moon 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 moon spider legs sewn onto the stumps in place of the removed limbs, all of which are neatly arranged near the rest of the moon 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. 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 a scroll of fireball, a scroll of fly, and a parchment with another Emerald Spire level sigil inscribed on it. A character who succeeds at a DC 15 Knowledge arcane or Linguistics skill check recognizes the sigil on the parchment or the nearby Spire as identifying marks similar to an arcane mark.


A key on the floor under the bucket of blood opens the doors into area B1. Here, where this level touches the Emerald Spire, Gorloth has been unsuccessfully experimenting on rotting adventurer corpses, trying to make them undead. Although crafting undead is largely beyond his abilities, he has been heartened by apparent successes: the body parts occasionally quiver and twitch. The twitching is really due to energy from the Spire leaking into this chamber, which has an effect akin to shocking muscle tissue with a weak electrical current, producing small twitches several times an hour. Whether the falling cage hits or misses, all targets must also succeed at a DC 14 Reflex save or be caught inside the cage. Escape A character can wriggle through the bars with a successful Escape Artist check DC 30 , bend the bars with a successful Strength check DC 20 , or lift the whole cage with a successful Strength check DC Cold Gates CR 2 gleaned from intruders that he knows Klarkosh will want, and prays for deliverance from his unlife.


If the PCs made any amount of noise outside for example, tampering with the Cold Gates , Gorloth hears them coming and hides, positioning skeletons to greet them. Even if PCs discover his hiding place, he attempts to remain behind the safety of his minions, casting spells such as hold person, cause fear, and command. He seeks to drive off or immobilize non-spellcaster PCs so the skeletons can overwhelm any spellcasters in the party. He pounces only if PCs are weakened or trapped. Klarkosh has forbidden him to depart the Cellars, so Gorloth is compelled to remain and defend this level to his last. Massive black iron gates bar the corridor, fashioned out of twisted, angular vertical bars that have sharp edges and are about a handspan apart, linked by welded crossbars. The gates have massive hinges set deep into the walls, and a heavy lock inside a welded box secures sliding bars that run into sockets in the floor and ceiling at the center of the corridor.


Moreover, a black iron chain with links as thick as a human thumb wraps around the gates where they meet above and below the lockbox. These gates weigh a ton and are triple locked: one lock for the lockbox, a second inside the box for the sliding bars that also joins the ends of the entwined chain together, and a third that surrounds the second lock and prohibits access to its keyhole. Bending the bars or lifting the gate requires a successful DC 25 Strength check. The three locks are of Good quality Disable Device DC 30 to open, three successes required to open all the locks. The bars have hardness 10 and 60 hit points; destroying two bars opens enough space for a Medium creature to squeeze through. Trap: A previous inhabitant created an icy trap here to protect these gates. When a living creature approaches within 5 feet, incorporeal arms seem to emerge from the bars and clutch at the triggering creature.


hp 4 each Pathfinder RPG Bestiary GORLOTH CR 4 XP 1, B While probably of decent quality when new, they look sad now. A plain wooden chair of massive construction stands centered before the tapestries, facing into the room. A large stone table stands against the eastern wall. Weapons and other items are neatly laid out on the table, as if displayed for sale in a shop. One of the pouches contains 16 gp; another contains 25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth contains a small emerald worth 50 gp and a pair of six-sided bone dice that have been weighted to always roll sixes. The ugly, damaged tapestries are valueless. None of the skeletons has any treasure.


In a pouch hung around his neck, Gorloth carries a vial of silversheen and a Spire transport token see page Here the bone priest broods over his enforced servitude, preserves items 36 The Emerald Spire Superdungeon The bone priest also carries a key on a fine chain, worn around his bony neck; this key opens the doors into areas B1, B4, and B5. Quest: If the PCs talk with Gorloth, they might learn about Klarkosh and gain the Clockwork Scourge quest. Many interwoven webs cross the upper room, making it difficult terrain. Creatures: Two moon spiders lurk in the webbing in this chamber. If the webs are ignited or disturbed, one of the spiders hastens away to warn Gorloth, then returns 10 rounds later to attack the intruders. The other spider attacks the moment intruders have either cleared the ladder of webs or cleared a way to another door. These spiders have been taught to ignore humans who are accompanied by emerald automatons or who vigorously shake a simple noisemaker see page 41 at an entrance to the room including the bottom of the ladder in the well.


Klarkosh developed this signal months ago so that he and his agents could pass through this level unharmed. Moon Spider Nursery CR 1 Gray webbing fills this chamber. Huge cocoons of spider silk hang suspended in the webs, and the webs crawl with countless hundreds of pale little spiders. The cocoons are huge egg sacs laid by moon spiders. Most have long been empty, but two were laid in the last month or so and have now hatched, filling this room with thousands of tiny moon spiders. Creatures: The baby spiders in this room begin swarming as soon as they catch sight of living prey. Three rounds after the door is opened, the disorganized spiderlings become a spider swarm. There is enough room under the door for the swarm to move through even after the door is closed. The swarm relentlessly pursues any living prey throughout the dungeon once it catches the scent of blood.


On the floor at the top of the stairs, a dead moon spider lies on its back, its legs drawn up and frozen in a curled-in position. An unpleasant rotting reek emanates from a sunken hole in its belly. The wide stone steps descend for 90 feet to Level 3 of the Emerald Spire— the Splinterden. Treasure: This moon spider was killed some days ago. Intruders hacked at its underside with swords, trying to find treasure they knew the spider had swallowed, but they eventually abandoned the sticky, unpleasant task and moved on. Story Award: The PCs gain XP for exploring all or most of this level. CR 1 XP hp 9 Pathfinder RPG Bestiary B Way of Webs CR 4 The doors leading into this room are all ajar, held open by jagged chunks of masonry placed as doorstops.


This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extent and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit. Stackpole An ambitious servant of Norgorber, god of thieves and murder, the cleric Tarrin Dars offended her fellow priests and was declared a heretic. Hunted down by her former comrades, Tarrin was attacked as she fled through the Echo Wood—but she survived. Sorely wounded, she stumbled into an outlaw den not far from the Emerald Spire. Determined to prove herself in the eyes of the Gray Master, she quickly rose to become leader of the outlaws. She preached the virtues of secrecy, obedience, and loyalty to one another, and soon transformed the ragged band into a competent and dangerous guild—the Splinters of the Echo Wood.


The Splinters discovered a convenient stream of victims—the beaten bands of adventurers returning from forays into the depths of the Emerald Spire. L ong ago, the natural caves of Level 3 were fashioned into chambers and passageways to serve as the secret retreat of an evil noble dabbling in forbidden magic. The world forgot the long-dead necromancer, but his abandoned lair was the perfect place for Tarrin Dars to establish her secret stronghold. With care and patience, Tarrin replaced older members of the outlaw band with newcomers loyal to her alone. Within a few months, every Splinter had been personally selected and recruited by her. The northernmost parts of the complex are still being excavated. Doors: The doors are unlocked good wooden doors, except where otherwise noted. Walls: The walls are made of dressed stone blocks, covered in plaster and painted.


Some feature murals in an advanced state of decay, while others feature new and somewhat amateurish murals. Floors: Except where noted, all corridor and room floors are covered with large tiles. At the intersections guarded by synesthesia gas traps see page 41 , a path of rough and smooth stones serves as a safe passage, but the tiles are unevenly spaced and not obvious. Illumination: Small oil lamps illuminate all the corridors including areas C1, C2, and C13 and occupied rooms. They are not very bright, providing only dim light. The Emerald Spire protrudes from the western wall of this room. Stairs lead up from the central portion of the room to an iron gate to the south and a reinforced wooden door to the north. Four arrow slits to the north look out over the room. Next to the east wall, narrow stone steps descend deeper into the dungeon. Like area C1, this room is fortified. See area C1 for details on the iron gate, reinforced door, and arrow slits.


The scouts in area C19 watch this room. If enemies approach, they open fire through the arrow slits. The stairs descend to Level 4. Development: The Emerald Spire is marked by a mystic sigil different from those on Levels 2 and 3. A character who succeeds at a DC 15 Knowledge arcane or Linguistics skill check recognizes it as being similar to an arcane mark. Upper Guard Room CR 4 The long, narrow guardroom has a heavy wooden door in the western wall, along with a row of arrow slits that look out over the landing of the stairs to the levels above. An iron lever is set in the northwest corner, and a pull rope hangs on the northeast corner. The lever bolts and unbolts the iron gate between areas C1 and C2, while the pull rope rings an alarm bell in area C One pull warns the barracks to get ready, and two pulls are an immediate call for help.


The Splinter scouts in area C10 arrive from the south passageway 3 rounds after the rope is pulled twice. Creatures: Two Splinters defend this post. Award the PCs experience points for defeating a CR 4 encounter if they fight the guards through the arrow slits or make it through the reinforced door while under fire 1, XP instead of XP. Upper Landing 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 PCs might be able to convince the brigands to open the gate to area C2 to let the PCs proceed to lower levels with an opposed Bluff check, a DC 20 Diplomacy check, or a bribe 50 gp or higher. Convincing the brigands to allow the PCs into Splinterden is much harder, and requires a plausible reason—like claiming to be envoys from Klarkosh, or persuading the Splinters that the PCs wish to join up. The door leading to area C3 is wooden with iron bands hardness 5, 20 hp, break DC It is locked Disable Device DC 30 and barred from the other side. Each arrow slit flanking the door is 6 inches wide and 3 feet high. Creatures in area C3 gain improved cover against attacks from area C1.


The gate is a foot-wide section of bars that can be unlocked by a lever in area C3. The gate is quite strong break DC 28, or DC 24 to bend the bars enough to squeeze through. A secret door Perception DC 20 opens from the landing just above area C1. This hidden sally port allows the Splinters to emerge from area C5 and slip around or ambush enemies. The PCs might overhear gossip from Splinters in various areas, especially if they sneak up on them. Examining the art pieces in areas C7, C14, and C16 can also provide hints. Treasure: Seven wooden noisemakers hang from pegs. The Splinters use these to warn off the moon spiders in area B A key to the door in area B1 hangs on another peg. There are 12 masks. Synesthesia Trap CR 1 C6. Guardroom and Gaol CR 5 A statue of a woman with a water urn stands in the hallway.


This chamber is a small barracks with a pair of double bunks and a small privy in the north wall. The eastern portion of the room is partitioned into a pair of cells with doors made from iron bars. Inside each is a shoddy bunk and a rusty bucket. The Splinters trapped some areas with a hallucinogenic gas. Trap: The statue conceals a gas dispenser activated when someone steps on one of several trigger plates hidden in the flagstones. The gas is invisible and odorless; characters in the area may not even realize that they set off a trap. The cloud lingers for 1 minute before dissipating. Creature: The Splinters recently captured a gibbering mouther that wandered into their escape tunnel. They used drugs provided by Jaris Phenogian to render it quiescent, then penned it up.


The monster is under the bunk in its cell and motionless, making it hard to detect Perception DC If the PCs make noise in the chamber—such as conversation or a loud and careless search—it begins gibbering and flows out to attack. To anyone under the effects of synesthesia gas, the crazy babbling of the monster produces spectacular colors and smells. for 4 rounds; effect 1 Wis and target is fascinated and sickened for 1d4 rounds; cure 1 save ; multiple targets all targets in a ft. spread GIBBERING MOUTHER C5. The Armory CR 5 XP 1, hp 46 Pathfinder RPG Bestiary 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. Each is carved with the images of lordly feasts, although a hooded gray figure appears in each image, silently watching. A secret door in the western wall leads to area C1. The door is clearly visible from this side. The wardrobes contain 15 blood-red ceremonial robes, which the Splinters wear for initiations and services. Characters can attempt a DC 20 Knowledge religion check to recognize the image as the god Norgorber in his aspect as the Gray Master.


If the PCs listen at the door Perception DC 10 , they detect several human voices conversing within. a raid in the Echo Wood, but will return in a couple of days. If Tarrin Dars dies, Hastenfar takes over and plots revenge. Treasure: The keepsakes on the shelves include a gold chess piece worth 25 gp, an ivory comb worth 40 gp, and a statuette of a woman with a lyre worth 15 gp. A number are made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end. Creatures: Four Splinters are dining here. If the PCs successfully listened at the door, they surprise the scouts.


ECHO WOOD SCOUTS 4 This room serves as a kitchen. Dry goods, provisions, and cooking gear clutter the space. Usually nobody is working here, but the Splinters in area C10 prepare a quick meal every 4 hours or so. The walls are decorated with simple paintings and murals, which include sketches of building, temple, and ruin layouts with notations suggesting how to get past obstacles and traps. Two small privy chambers stand against the southern wall, and doors exit to the southeast and the northwest. Creatures: Three Splinters are currently resting in here. If the rope in area C3 was pulled once, the guards are ready for trouble.


Otherwise, they are taking their ease and may be surprised. TACTICS Morale If two scouts are defeated, the rest retreat to area C This room is choked with tables stacked with stills and alembics, flasks, bubbling vats, and crockery. The eastern wall is fitted with stout wine racks filled with bottles of various sizes and shapes. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals, clutter the wall shelves. A successful DC 20 Perception check reveals that these labels are underlined, but no others are. The other contents of the rack include 11 bottles of wine, five bottles of brandy, eight bottles of vinegar, 14 vials of synesthetic agent; eight vials of antidote for synesthetic agent, three vials of acid, four vials of Small centipede venom, and three potions of cure light wounds.


It is advantageous for characters to be motivated to continuously delve deeper and explore what lurks beneath. Classes and archetypes focused on exploration and dungeon delving will have an advantage. Characters primarily focused on social skills might be less suited to the adventure. Traps and hazards might prove to be a danger, making Disable Device and Perception advantageous. Low-light vision or darkvision will also prove useful. Classes with animal companions, especially mounts, might consider taking an archetype that replaces the animal companion. The following are character background questions. Use these to help you flesh out your character and let your GM know. Are you already a Pathfinder? Why are you a Pathfinder? What Pathfinder Society faction are you from? Do you already know other Player Characters? Do you rely on for teamwork, survival and butt-kicking? Do you have a bro? A mentor? A father figure? A rival? Why are you interested in investigating a dangerous dungeon?


Which nation did you grow up in? How did this nation influence you? Did you grow up in Fort Inevitable? If not, how did you end up there? What do you look like? What are you wearing? What do you love? What do you hate? How does your race influence your views? Are you a stereotype of a certain race? What are you afraid of? Do you have any phobias or worries? What is your most treasured possession? Tired of only learning of the empire through dusty tomes, you have followed rumours of Azlanti ruins to travel to the Echo Wood, hoping to unearth some new discovery.


Perhaps you might even earn a mention of your own in a future historical tome. In addition, you gain Azlanti as a bonus language. At first it was merely a rest before continuing on your dangerous journey. However, rumours of strange phenomena around ancient ruins in the woods have caught your interest. Like the Hellknights of the Fort, you wonder if your skills might be more useful here than at the Worldwound. As a recent hire, you have been dispatched on the long and tiring task of accompanying a wagon of timber and goods from Thornkeep to Fort Inevitable. The journey began quietly, until halfway down Mosswater Road a band of goblins attacked, carrying off some of the cargo. The Blue Basilisks will be understanding, as goblins are a constant nuisance, but failing on your first assignment still feels shameful.


You believe your destiny lies deep underground, and someday you hope to see the fantastic caverns of the Darklands beneath the surface or perhaps even visit one of the ancient vaults of Orv in the deepest layers of the Darklands. You were raised on a farm or ranch, or perhaps a small hamlet nestled deep in the forest. To you, both Thornkeep and Fort Inevitable are "the big city," crowded places with too many people for comfort. In addition, your familiarity with the Echo Wood allows you to make untrained Knowledge local checks regarding the region. You spent the last few years as a slave, paying off accrued debts or as a punishment for crimes. At long last you have earned your freedom and can finally begin your life anew; friends and charitable figures have even offered to supply you with the coin and equipment to start over.


Your time as a slave has left its mark. While the Hellknights prevent open abuse of slaves, few masters are kind and your enslavement has hardened you. You might have worked the fields for the fair, if heavy-handed, Naldred Tillman; at the tannery of the cruel Drurn; or staffed the bellows for the foul-tempered Tsador Ironmaker. You serve at the pleasure of High Mother Dremagne, priestess of Abadar. However, most of your time is spent following the wishes of the junior acolytes and lay priests. While you are mostly tasked with mundane jobs, your skills have not gone unnoticed and you have been increasingly entrusted with more and more important tasks for the temple.


As a low-ranking member of the Goldenfire Order, you are assigned the least pleasant tasks, but are thankfully well-paid for your services. Members are mostly left to their own interests, so you have learned little from the guild and are beginning to realize your education might be in your hands. Some extra action might also be required to stand out in the guild and find more profitable work. You begin the campaign with an extra gp. The Order's devotion to law and structure has long appealed to you and you have trained hard in the hopes of one day joining the order to protect Fort Inevitable and your kin from the endless bandits and roving beasts that prowl the land. You were initially mentored by the newly arrived Hellknight, Signifer DiViri, but she vanished some time ago while on an expedition, leaving you to continue your training on your own.


Knowing that being able to ride quickly and move through the heavy underbrush of the woods is valuable, you have focused your training on the intimidating heavy armor of the Hellknights. You reduce the armour check penalty of worn armour by 1, to a minimum penalty of 0. You spent a number of years as a bandit, earning a living off of travellers and traders. Having barely escaped justice on several occasions, you have decided it is time to retire from banditry, and now live a somewhat more honest life. Nonetheless,your meager savings will not last forever, so you will need to find some other means of employment. The aged sage seldom leaves the Fort any more, trusting you and his other apprentices to do his errands. As the most promising of his apprentices, the difficult tasks most often fall to you. Dwelling in the forests around Thornkeep, the Wolfmane make their living as hunters, trappers, and scouts.


You were raised in one of Kellid tribes and are comfortable in the wilds; few know the Echo Wood like the Wolfmane. There are dangers in the woods, which might one day threaten your kin, and you feel obliged to defend your tribe. It is a mixed temperate forest of various hardwoods thick with underbrush. The woods have a reputation for being difficult to navigate and even experienced woodsmen new to the Echo Woods find themselves easily lost. There are numerous small settlements and locales in the region.



Embed Size px x x x x Level 1: The Tower RuinsLevel 2: The CellarsLevel 3: SplinterdenLevel 4: GodhomeLevel 5: The Drowned LevelLevel 6: The Clockwork MazeLevel 7: Shrine of the AwakenerLevel 8: The Circle of Vissk-TharLevel 9: The Spire AxisLevel The Magma VaultLevel The Tomb of YarrixLevel The Automaton ForgeLevel The Pleasure GardensLevel The Throne of AzlantLevel Order and ChaosLevel The Emerald Root. the emerald spire superdungeon - flip-mats. Home Documents The Emerald Spire Superdungeon - Flip-Mats. Match case Limit results 1 per page. Post on Jan 2. Category: Documents download. Tags: spire axislevel emerald root clockwork mazelevel pleasure gardenslevel automaton forgelevel magma vaultlevel drowned levellevel throne of azlantlevel.


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18/01/ · Flip-Mat: The Emerald Spire Superdungeon â Level 1 © PAIZO INC. Flip-Mat: The Emerald Spire Superdungeon â Level 2 © PAIZO INC. download. 04/09/ · The Emerald Spire Superdungeon features seven new monsters, a detailed description of the nearby settlement of Fort Inevitable, and the history of supeddungeon Spire DOWNLOAD PDF FILE. Recommend Papers. Pathfinder Flip-Mat: The Emerald Spire Superdungeon Multi-Pack The Emerald Spire Six miles northeast of Fort DOWNLOAD: PATHFINDER MODULE: THE EMERALD SPIRE SUPERDUNGEON. Pathfinder Module: The Emerald Spire Superdungeon PDF Book The papers are organized in topical Emerald Spire Player's Guide Written by: “Jester” David Gibson (of the 5 Minute Workday webcomic & blog). Emerald Spire Superdungeon by: Keith Baker, Richard Baker, Wolfgang The Emerald Spire: This small keep of vibrant green crystal is ancient, possibly being one of the oldest structures in the region. The central spire of the keep is comprised of a strange green ... read more



Nhur Athemon and his followers chose a remote woodland for their home in exile. The tunnel leads to a concealed exit in area A6. See area C1 for details on the iron gate, reinforced door, and arrow slits. GARBLED MYTHS The history of the Emerald Spire is largely unknown in this day and age. Tsador is a surly, sour-tempered fellow with a greedy streak a mile wide; he runs his forges with slaves toiling at the bellows and poorly paid apprentice smiths hammering at the hot iron, and barely remembers to feed and clothe the lot of them. The tavern takes its name from the statue of Tarwynna in the nearby fountain. Many interwoven webs cross the upper room, making it difficult terrain.



Morale If reduced to 13 hit points or GRULK fewer, Grulk flees out the secret passage and uses his ring of feather falling to escape. While the lady commander leans toward making the site off-limits, Signifer Hast argues for a thorough investigation. T he first level of the Spire dungeons consists of the Tower Ruins, a crumbling Azlanti edifice that surrounds the tip of the Spire. Dry goods, provisions, and cooking gear clutter the space. The gates have massive hinges set deep into the walls, and a heavy lock inside a welded box secures sliding bars that run into sockets in the floor and ceiling at the center of the corridor, emerald spire pdf download. Skizzertz found the damaged emerald spire pdf download discarded automaton 3 months ago and has managed to keep it a secret from Grulk and the rest of the goblin tribe by forbidding them entry.

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