<div class="floatright">(http://journeyaroundtheglobe.files.wordpress.com/2013/09/img_8047.jpg)</div>By the time everyone who took a dip in the murky water is ready with their wardrobe change, the blonde shieldmaiden not able to resist playfully brushing against the sorceress' bare leg, Hunter has already opened the lock. With a click, the device yields at last and the door opens with a creaky noise into the hallway beyond as the paladin puts her hand on the black-haired girl's shoulder and smiles at her in recognition of her skill.<br/>"These halls circle the tower and bypass most of the common areas. Chances of us encountering resistance is slim, but the longer we remain,  the higher the chances are that we are discovered. We should aim to pass by the first two or three levels of the Spire, any significant force would be difficult to station past those floors. Once past that, we can either keep to the Pilgrim's Path that opens to the Council Chamber or risk going through the upper floors that hold the museum, library and the inquisition vaults." she explained, taking point once again "I have been through these halls before, I can not see how they could be trapped. If any, they would be on doors that appear newer or reinforced."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Knowledge skill: either Engineering or History DC 20</div><div class="spoiler_body">The architecture of the walls, floor and ceiling is quite old and unusual for human builders. The structure - much more enduring than its age would suggest was possibly built during or even before the time humans took over Aussa, and involved builders of other races as well. The building was made to withstand time and the elements, very likely built to be of religious significance. The architecture of the hallways would make placing mechanical traps quite difficult indeed, and any such attempt would be easily spotted even by the untrained eye.</div></div><br/>For a few minutes, the halls just run in circles and sets of stairs make the group ascend in a spiral, but soon the design of the path becomes more complex adding twists and turns. After a couple of stairways the party arrives on what must be the ground level and colorful, elaborate mosaic windows replace the occasional everburning torch that provided illumination. The quiet underground atmosphere is gone as well, stale air replaced by the faint smell of holy water mixed with the stench of blood, sweat and wet fur. Sounds of a not too distant battle outside can be heard and occasionally a stray arrow hits a window, breaking glass and punching through only to lose most of its impact and fall harmlessly to the ground or hit the other wall. Based on where the signs of war are coming from, the girls would could start regaining some sense of direction now, and they would be indeed east of the fighting and inside the Spire no doubt.<br/><br/>Yustissa signaled the others to draw everyone's attentions to herself. "From here on we'll have to try and be subtle. Making too much noise could alert enemies inside the tower, even through the walls. There is a chamber on each level above this one that is connected to the rest of that floor through a closed gate, save for the first. Those gates are extremely old and were sealed shut, but if the enemy forces here learn of our presence, they might break them down. The chambers are reserved for trials to those taking the Pilgrim's Path. They hold little to no value to looters, breaking in from any other direction would have been foolish and a wasted effort to outsiders. If we stay on the path, our chances of avoiding detection are very good." she explained in length.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Sense motive (DC 20)</div><div class="spoiler_body">Yustissa looks concerned and seems eager to re-enter the Spire, probably to make sure of the fate of the original residents. However, her sense of duty seems stronger and she is resolved to see this through, even if the man she thinks of as her foster father is truly evil.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Making progress...  (Stealth)</div><div class="spoiler_body">Make stealth checks as you move past the first floor (you can't take 10 or 20). The DC you want to beat is 10, and based on the number you roll above or below the target number, enemy alertness will change. For example, if everyone rolls ones, it is very likely you get discovered and you'll suddenly find yourself against impossible odds, with a good chance you'll get captured (and everything that comes with that...). However, if you roll very well, it is possible that the enemy remains ignorant of your movements behind the walls, and you might even catch "random encounters" by surprise if you choose to explore the upper levels.<br/>Ashara's stealth check: 3 - modifying enemy alertness by 7 points towards alert.<br/>Finna's stealth check: 7 - modifying enemy alertness by 3 points towards alert.<br/>Yustissa's stealth check: 16 - modifying enemy alertness 6 points towards unaware.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Map of the tower and information (wall'o'text)</div><div class="spoiler_body"><div class="floatright">(http://i1082.photobucket.com/albums/j361/zapreskog/tower_zps6227c0c4.jpg)</div>The pilgrims path spirals up through the tower and can be taken all the way up to the top, opening into the Council Chamber. It is also connected to levels 3, 4 and 5 through trial chambers, one of which is located on every floor above the 1st (that had the small room where you rested/changed). <br/>The chamber on level 2 is not connected to the rest of that level. <br/>Each floor of the tower is connected to the others, but these stairs are probably guarded. As long as you take the the Pilgrim's Path you can move freely between floors and enter any that are connected. <br/>However, every time you enter a trial chamber for the first time, you will be tested by the Path. Once you complete a test, you won't be tested again on that level and you can try to gain access to the rest of the floor by unlocking the sealed gate in the chamber. (Yustissa has already completed the path, so she can help you with the tests since you're not being initiated but on a mission.) <br/>You are currently on Level 1 of the Spire.</div></div>