<div align="center"><strong>GM NOTICE</strong><br/><hr/><br/><strong>THE BATTLE OF THE EMERALD SPIRE RUINS</strong></div><br/><hr/><br/>Your strike forces have been organized and placed accordingly in three separate areas of operation.<br/><br/><em>As travelers emerge from the Echo Wood underbrush, they find themselves 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 is 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 cracks, clean of moss and other clinging debris.</em><br/><br/><div align="center"><strong>Area A:  The Switchback</strong><br/><br/>(https://i.imgur.com/nUeyTdS.png)<br/></div><br/><em>The stone staircase that led up to the tower's door is now nothing more than a rubble-strewn cliff.  On the tower's south side, a dirt path winds up the steep embankment to a pitch-black doorway.</em><br/><br/><strong>In Round One:</strong>Tem's strike team waited for word on Cass's strike team.  During that time, a goblin meandered out from the ruins and discarded what appeared to be human remains.<br/><br/><strong>In Round Two:</strong>While awaiting Cass, barking dogs draw the attention of the goblins.<br/><br/><div align="center"><strong>Area B:  The Ruined Staircase</strong><br/><br/>(https://i.imgur.com/RSzLaSL.png)<br/></div><br/><em>You are now standing atop of the ruined stair case.  There is a massive 10 foot hole in front of you.  The stairs are crumbling beneath you, but you adjudge that they are stable for the time being.</em><br/><br/><strong>In Round One:</strong>Vendi attempted to climb up the ruined staircase but was unable to do so.  Mouser successfully clambered up and is in the process of lowering a rope.  Damira skipped.<br/><br/><strong>In Round Two:</strong>Vendi and Damira climbed up the ruined staircase; Mouser lay down a grease spell.  Goblins are about to check the area.<br/><br/>Vendi, you notice that the area in front of you (directly south) is unnaturally dark.  Although you can still see 5 ft. ahead of you, you cannot make out what's happening at 10 ft.<br/><br/>If you choose to move into the grease area, it's a DC 15 Reflex Save.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.<br/><br/>The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div align="center"><strong>Area C:  The Secret Entrance</strong><br/><br/>(https://i.imgur.com/zv40q6P.png)<br/></div><br/><em>You are currently in a pocket on the cliff face.  It's a long way down.  The area around you is difficult terrain.  The secret entrance is to the north.  Once you move into the entrance, you are able to discern that there something amiss with light within the ruins.</em><br/><br/><strong>In Round One:</strong>An inebriated Edan climbed up the cliff-wall and made it to the top.  Victor and Cass are waiting for a rope.<br/><br/><strong>In Round Two:</strong>This strike force has made it all the way up the cliff face.<br/><br/><hr/><br/><strong>GENERAL NOTICE:</strong><br/><br/>Please post in the game thread regardless of whether your character skips their turn.  It's easier for me to keep track.<br/><br/><strong>NOTE:</strong><br/><br/>The enemy stirs from within.  It is now time for Edan, Cass, Victor, Ishtar, Tem, Shani, and Vendi to act.  You have until 6/30/2018 to respond, at 3:45 p.m. EST.