The Emerald Spire Superdungeon

The Emerald Spire

Session 1 - Part 2

Six miles northeast of Fort Inevitable lies the Emerald Spire. Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears to be made of green glass harder than stone. The tower was destroyed long ago, leaving broken, half melted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The Spire’s ruins are known to be infested with dangerous monsters and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators. The broad, raised clearing around the Spire is known as the Spire Glen. The glen is more than 500 yards wide, almost perfectly circular and centered on the Emerald Spire. The trees of the Echo Wood crowd up against this unseen border and suddenly halt—nothing more than a sapling grows in the Glen.

The group make it to the Spire without incident and see that the stone staircase that led up to the tower’s door is now nothing more than a rubble-strewn cliff. Pashe wanders around the side of the ruins and locates a dirt path that winds up the steep embankment to a pitch-black doorway in the side of the ruins while the rest of the group tries to figure out how to get in the front. Iocob instructs his mercenaries to stay outside with the donkey.

Theodule takes some rope and flies up to the entrance, tying it off to a column of melted green glass, so that the rest of the party can climb up. No sooner than he gets this task accomplished, there are arrows being shot at him from a couple of goblins riding goblin dogs. The goblins are screaming, “Demon! Demon!” at Theodule, who actually understands their weird language and he yells back, “I am not a demon!”, as he fires arrows back at them.

In the meantime, the slowest member of the party (Losk) was the first to get started climbing the rope, so the party is held up behind him, not knowing that there is another route into the building. Pashe enters from the side and joins the battle, assisting her companion. Both Theodule and Pashe also notice that, although they have darkvision, details of the area seem muted. This effect does not hinder them in battle, however. Pashe also notices, since she isn’t flying, that debris and melted globs of green glass litter the floor, making her have to watch her step to keep from falling.

One of the goblins rides off into another room, only to return a few seconds later. By that time, the rest of the party is beginning to reach the area. The three humans in the party quickly realize that, although they have light sources, they aren’t as effective as they should be. The light only extends in a 5-foot-radius around them, where it should extend much further; anything beyond that is pitch-black.

Seeing that they are outnumbered, both goblins ride their dogs into another room with the PC’s trailing behind. However, the goblins were trying to lead them into a trap, which they trigger as they enter a hidden tunnel leaving the room. Marya just manages to dodge out of the way of the falling rubble, but becomes trapped in the narrow tunnel with the goblins. Marya realizes that she will not survive this fight as it is, so using some quick thinking, she falls to the ground the next time she is hit and remains motionless. Her bluff works, and as the goblins think they have killed her, they exit the tunnel to join the other goblins in fighting the rest of the longshanks.

After what seemed like forever, but in reality was only about 90 seconds, the battle was over. They defeated the goblins without any casualties on their side. That is not to say that they weren’t hurting. Several of them came very near to death. After gathering everything they could find that might be worth some money, the group decides to head back to town to heal. As they are leaving, they notice that Pashe is missing. They did not find her body, so not knowing what became of her, they go ahead and make the trip to town.



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