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Ironshanks loots the dead fish woman, showing only a lonely javelin as the prize. "Smells of dead fish. Ick." He tosses it onto the floor and heads over to peer up at the hole in the ceiling. "Rope's been here a while, but seems sturdy enough right?" He gives it a solid tug to check.
Appraise, greed vs Scabbard: 1d20 + 2 ⇒ (5) + 2 = 7
Appraise vs Ivory: 1d20 ⇒ 11
Appraise vs Pectoral: 1d20 ⇒ 2
Seeing the rest of the gear he points out the wayfinder "Hey now, bring that over. Sometimes they're engraved with the name of their owner!" He squints to have a looky.
If no one checks out the others areas in the near future, Ironshanks will move on to the ground floor rooms first before attempting to climb up the rope.

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Whoa, lots of options! Let's not all split up!
Cazlin starts by looking over the merrow, searching for any signs of why the creature suddenly attacked them. When it turns out that there's little to no evidence on the merrow herself, he joins Ruvena in the northern chamber. "D-dead Pathfinders? B-but when?" He takes in the remains and then inspects the mural while the gnome looks through the skeletons.
"G-guys... m-mural looks weird." He tries to draw the attention of the more experienced members of the party to the mural/mosaic. While the others make their way over, he checks out the three items Ruvena retrieved.
Appraise vs scabbard: 1d20 + 1 ⇒ (15) + 1 = 16
Appraise vs map case: 1d20 + 1 ⇒ (6) + 1 = 7
Appraise vs pectoral: 1d20 + 1 ⇒ (12) + 1 = 13
He also checks the map case out for any hidden scrolls.
Perception for hidden compartments: 1d20 + 9 ⇒ (14) + 9 = 23
Anyone have KN Religion for all those religion rolls? There's so many spoilers and I want to open them!!! :>

GM Valen |

Whoa, lots of options! Let's not all split up!
Yeah, I probably over did it, but I erred on info-overload to try and keep things moving.
Examining the map case, Cazlin finds no hidden compartments, but he does find within it are several parchment sheets, many of which are covered in handwriting set forth in common.
The handwriting is an account describing the ill fortune and fates of a Pathfinder adventuring party identified within as “Daling’s Delvers” and Daling’s final notes.
The account describes how, over a year ago, the Daling’s Delvers entered the Tower of the Horn through a breach in the wall. After driving off some reefclaws near the entrance to the Tower, the unfortunates located a shaft, the remnants of a long-fallen staircase, which they used to get to the floor above.
Once there, they encountered a room full of statuary, but one of the statutes seemed to come alive, battering them. One member of the party was badly wounded and left to die in the room above, and the survivors fled back to the lower level, using a length of rope one of them had secured to an unanimated statue and repelling back down to apparent safety.
Instead of retreating from the tower, however, the adventurers bickered. There was fighting over faction politics. Likewise, Daling fought with Ejiekito, a Tian Pathfinder, over the purpose of an amulet that they had found. (An included sketch, though crude and somewhat inaccurate, resembles the amulet Ruvena attempted to appraise.
Unfortunately, as the party bickered, the rising tide cut off their exit. By the time the tide retreated again, the scent of blood in the water had drawn another reefclaw, and they lacked the energy to defeat it. The weakened party managed to crawl into a chamber, where blood loss, fatigue, and despair finished them off.

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Ironshanks shakes his head slowly as he reads through the note "Very sad that one. We should take what we can back to the Lodge." He unshoulders his pack and prepares to stow things away.
"So who wants to swim and check out the other rooms? Or we goin' straight up the rope to deal with that statue?" He cracks his knuckles, ready to go.

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Cazlin looks between Ironshanks and Ruvena (And anyone else in the room with them) and then nods hesitantly. "I'll t-try. P-please watch b-back"
He stows his longbow and pulls out a morningstar just in case there's something dangerous in the other rooms on this floor. He heads to the south first, swimming carefully in the dim light.
From the surface of the water he calls out "A-ah. L-lair! N-no d-danger." to those still on dry ground. He swims down and retrieves the satchel and a few of the coins, bringing them back to the rest of the team. He takes a look at the gold, trying to judge if its something recently left there (by the ghoul we're chasing for example) or from earlier on.
Perception if relevant: 1d20 + 9 ⇒ (3) + 9 = 12 -8 on this if Appraise instead
He shakes himself somewhat drier and then looks between the hole and the western room.
'Maybe the western one next? Seems like the rest of the team doesn't like water...'
Want to give other folks a chance to post about some of the other stuff we found before pushing too far ahead.

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Ya sorry Ironshanks is a bit squeemish around the water. Being a Dwarf in full plate I've decided he's not an idiot and avoids water over his head! It may develop later on into a bit of a thing...
The elder Dwarf keeps a close eye on Cazlin as he heads down into the room then nods as he returns with coin and satchel "Good one kid. How 'bout that next room once ya get yer breath back."

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I hear you Ironshanks! Heavy Armor and deep water is an early death waiting to happen.
Was kinda hoping someone else might chime in though...
Cazlin peers skeptically to the west, then shrugs. "L-light p-please!" he calls to his allies, hoping one of them might be able to help with light while he swims. He grips his morningstar and swims into the western room, sticking to the shallower sections.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10 Dang you, dice roller!
Cazlin looks around the seemingly empty western chamber, treading water.

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While Cazlin takes the watery side of the Western room, Ironshanks stows his axe and shield, draws his bow and arrow and stalks the dry half, keeping a close eye on Cazlin. "Come on now kid, get yer head under water if ya wanna find the good stuff!" He half jokes as he pokes through what he can get to while keeping his top half dry.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Survival: 1d20 + 6 ⇒ (3) + 6 = 9

GM Valen |
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So far, I have Cazlin and Ironshanks entering the west room and Ruvena refraining from doing so. Anyone else entering (or not)?
I have PM'd the other three players, requesting a post soon I can resolve the encounter in the west room. If I do not receive a response in about 24 hours - around 3 p.m. U.S. East Coast Time Monday 9/24, then I will assume the other party members refrain from entering.

GM Valen |

Upon entering the west chamber Cazlin, Ironshanks, and Lem find that the stone shelves once crowded this chamber, but most have broken loose and lie in crumbled fragments on the floor.
Moved Lem token into doorway of the west chamber.
Desks, easels, and ruined books litter the floor, and patches of algae grow on the walls and floor.
Reefclaw, Stealth: 1d20 + 3 ⇒ (4) + 3 = 7
Lem, Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Barcher, Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Cazlin, Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Ironshanks, Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Lem, Initiviative: 1d20 + 2 ⇒ (18) + 2 = 20
Pruk, Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Ruvena, Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Creatures, Initiative: 1d20 + 7 ⇒ (4) + 7 = 11

GM Valen |

Those in the room spot three creatures submerged within the room, Blood-red spines run the length of the creatures, which resemble lobsters in the front and eels in the back.
Surprise Round
All PCs in bold (those in the room) may take a standard or move action!
Barcher
Lem
Pruk
Cazlin
Ironshanks
Ruvena
Creatures
Creatures revealed on map!

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What in the... Ironshanks hollers a warning to the others "We got sea food to the southwest! Get outta the water!" He takes a step back from the water's edge and pulls back the string on his bow, ready to fire if one of them heads in his direction or out of the water.
Longbow: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (6) + 3 = 9

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KN Dungeoneering: 1d20 + 7 ⇒ (14) + 7 = 21 Any additional info on defenses, then offenses?
Cazlin spins around, looking for the source of Ironshanks' alarm. Then, spotting a red spine, he stutters out "R-reefc-claws!" before backing up to dry land, morningstar at the ready if they rush him.
Swim: 1d20 + 4 ⇒ (9) + 4 = 13
I'm going to assume the water here is calm enough that Cazlin manages to get out of it and onto the drier areas.

GM Valen |

Squares with "water" in them are considered difficult terrain.(Each one costs "two squares" of movement to move through.)
Special Defenses= Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Special Attacks=Death Frenzy (Su) When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).
Special Attacks=Grab (Ex) A reefclaw can use its grab ability on a target of any size. Reefclaws have a +8 racial bonus on grapple checks; this bonus replaces the normal +4 bonus a creature with grab receives.
Special Attacks=Poison (Ex) Claw—injury; save Fort DC 11; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.

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Gotcha on the movement. I checked how far I moved in the surprise round, and it looks like I'm OK on distance.
Cazlin, desperate to relay information about the reefclaws, lets down his guard and starts to intone.
"'Claws with claws that grab and tear, (They have grab with their claw attacks)
'Claws whose final spasms scare, (They get a free action full attack when killed, so stay out of melee)
'Claws hold venom so take care, (Their claws have poison dealing STR damage)
'Claws that frenzy, fools beware!" (They have ferocity!)
:)

GM Valen |

BOTTING Lem - no post in 24+ hours
Seeing his campaigns get to dry ground and deciphering Cazlin's rhyme, Lem exits the water and moves next to his companions in the room.
Move action
The creatures swim swiftly towards the Pathfinders in the room, but then slow down significantly as their legs try to navigate the stone flooring.
Move action each
First Full Round of Initiative
All PCs may now act!
Barcher
Lem
Pruk
Cazlin
Ironshanks
Ruvena
Reefclaws

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Bow in hand and still scratching his beard over the riddles of Cazlin, Ironshanks lets an arrow loose at the red reefclaw. The arrow sinks in nicely.
Longbow: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 3 ⇒ (7) + 3 = 10
He then keeps ahold of his bow for now, drawing out his shield and taking a step towards the others. "Don't lettum surround ya! Fight tagether boys and we'll get outta this with our limbs still attached!"

GM Valen |

Although his initial shot (readied action from prior round) went wide, Ironshanks' second shot struck true-skewering the "sea food" with a single shot.
First Full Round of Initiative Cont'd
PCs in bold may now act!
Barcher
Lem
Pruk
Cazlin
Ironshanks
Ruvena
One fewer Reefclaws

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Cazlin follows up with a quickly fired pair of arrows, aiming for the nearer of the two young reefclaws. (yellow)
Comp. Longbow, Rapid Shot, PBS: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Comp. Longbow damage (P): 1d6 + 2 ⇒ (1) + 2 = 3
Comp. Longbow, Rapid Shot, PBS: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Comp. Longbow damage (P): 1d6 + 2 ⇒ (6) + 2 = 8
But between his consternation at letting another riddle slip, and his attempt to not injure Ironshanks with either of his two shots, Cazlin's aim is far off.

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Ruvena, since you were still in the other room, I've double-moved you to closer to the action. You'll probably still need another move action or two to get a line of sight to the enemies.

GM Valen |

BOTTING Barcher and Pruk - No posts in 36+ hours
The bard and barbarian move forward, their movement impeded somewhat by the high water. Pruk draws his weapon as he moves.
Whether out of revenge for their skewered comrade, an apparent taste for dwarves, or simply because he is the closest opponent, the two remaining reefclaws attack Ironshanks!
First one (green) attacks!
Melee (claw): 1d20 + 0 ⇒ (18) + 0 = 18Damage (grab + poison): 1d3 - 2 ⇒ (1) - 2 = -1
Melee (claw): 1d20 + 0 ⇒ (11) + 0 = 11Damage (grab + poison): 1d3 - 2 ⇒ (1) - 2 = -1
Then, the other(yellow)!
Melee (claw): 1d20 + 0 ⇒ (8) + 0 = 8Damage (grab + poison): 1d3 - 2 ⇒ (1) - 2 = -1
Melee (claw): 1d20 + 0 ⇒ (2) + 0 = 2Damage (grab + poison): 1d3 - 2 ⇒ (1) - 2 = -1
Despite their attempts, the creatures cannot pierce the dwarf's armor.
[Second Round of Initiative
Active buff: Inspire Courage
PCs in bold may now act!
Barcher
Lem
Pruk
Cazlin
Ironshanks
Ruvena
Reefclaws

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Ironshanks grins as the creature's claws scrape and grind uselessly against his full plate "Not used ta fightin' Dwarves are ya? Lemme give ya a taste. Them arrows are fer sissy Elves, axes do the real work!" He tosses his bow to the floor behind him and draws out his war axe and in one swift motion brings it down on the head of the green reefclaw.
MW Waraxe, Power Attack, Inspire: 1d20 + 8 - 1 + 1 ⇒ (20) + 8 - 1 + 1 = 281d10 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
Crit? MW Waraxe, Power Attack, Inspire: 1d20 + 8 - 1 + 1 ⇒ (19) + 8 - 1 + 1 = 272d10 + 6 + 4 + 2 ⇒ (7, 9) + 6 + 4 + 2 = 28
Where there was once a reefclaw there are now two, with a curious bowl of steaming butter that came out of no where. "Lunch is served kids. Don't let 'r git cold!"

GM Valen |

Being a ferocious foe, the two halves of the reefclaw cleft in twain by the dwarf's axe each spasm horrifically. Immediately upon dying, they each attack the dwarf.
First one (green) attacks!
Melee (claw): 1d20 + 0 ⇒ (14) + 0 = 14Damage (grab + poison): 1d3 - 2 ⇒ (1) - 2 = -1
Melee (claw): 1d20 + 0 ⇒ (7) + 0 = 7Damage (grab + poison): 1d3 - 2 ⇒ (2) - 2 = 0
It is as unsuccessful in death as it was in life--yet far more delicious!
Second Round of Initiative Cont'd
Active buff: Inspire Courage
PCs in bold may now act!
Barcher
Lem
Pruk
Cazlin
Ironshanks
Ruvena
Reefclaws

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Cazlin stares momentarily in shock as he takes in how effortlessly Ironshanks dealt with the first of the two reefclaws. But when the other one brings its claws back up for another assault, his mouth snaps shut. He steps to the side and sends another pair of arrows at the remaining creature.
Comp. Longbow; PBS; IC; Rapid Shot: 1d20 + 9 - 2 + 1 ⇒ (11) + 9 - 2 + 1 = 19
Comp. Longbow; PBS; IC: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Comp. Longbow; PBS; IC; Rapid Shot: 1d20 + 9 - 2 + 1 ⇒ (17) + 9 - 2 + 1 = 25
Comp. Longbow; PBS; IC: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

GM Valen |

With his first shot the halfling bowman pins the remaining reefclaw to the floor, with his second, he ends its life.
Yet, again being a ferocious foe, the dying reefclaw spasms and tries to take the closest Pathfinder into the netherworld with it!
Melee (claw): 1d20 + 0 ⇒ (12) + 0 = 12Damage (grab + poison): 1d3 - 2 ⇒ (2) - 2 = 0
Melee (claw): 1d20 + 0 ⇒ (6) + 0 = 6Damage (grab + poison): 1d3 - 2 ⇒ (3) - 2 = 1
COMBAT OVER!

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"Nice shootin' kid." Hollers Ironshanks as two more claws scratch feebly at his shield. He kicks the dead thing away and takes a quick look around before stowing his weapons and retrieving his bow.
"How 'bout you get back to checkin' the room out here. You get that wet part n I'll do this top part here... maybe we'll get lucky n the other stragglers will lend a hand." He throws an annoyed look in their general direction.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

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Cazlin grins at the praise as he stows his bow. "G-good you d-didn't get h-hurt!"
Following the dwarf's guidance, he dives into the water and searches through the waterlogged structures on the southern side of the room.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

GM Valen |

A search of the western room that once held the clutch of reefclaws reveals little else of interest. A crack in the northern wall appears , barely large enough for a person to squeeze through, but it seems that the narrow crack is now blocked on the other end by recently fallen stone.
BOTTING Barcher
Knowledge (religion) re mosaic: 1d20 + 2 ⇒ (9) + 2 = 11
Barcher examines the mosaic in the northernmost room where the party had earlier found, among other things:
1) human remains,
2) a wayfinder,
3) a golden amulet with small holes within it and engraved designs,
4) a scroll case detailing the expedition of a previous group of Pathfinders..
Barcher shares that the central figure of the mosaic in the northernmost room is Nethys, the god of magic. He notes the god in the mosaic wears a brooch recessed half an inch below the surface.
EDITED(after having realized I revealed too much).

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"Think that brooch fits in that little hole there? Mebe one of those fancy hidden cubbies hidin' somethin' special..." He checks it out.
If that doesn't seem the case then I think we've looked over everything on this level of the tower.. time to climb up? Ironshanks will lead the way if that's the case, hopefully taking 10 on climb for a 13 will get it done.

GM Valen |

The recess in the brooch of the mosaic is a bit larger than the golden amulet that the party recovered.
Climb is DC 15 per scenario as PCs can't use wall to brace themselves.

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Cazlin squeezes water out of his clothing as he listens in to Barcher's conclusions about the mosaic. "N-nethys?"
'If I know my ancient trapped ruins, we'll probably need to put the amulet around the statue's neck or something. Everyone takes notes from the old Osirian tombs designers...'
KN Dungeoneering: 1d20 + 7 ⇒ (19) + 7 = 26
But the more he thinks about it, the more it seems like the amulet the Pathfinders had is incomplete. Maybe like it needs some additional parts plugged into it before it matches the recess in the mural. Not sure what that means for now, he resolves to keep his eyes open for items that might match the amulet. He looks up at the rope, then says "I, c-can try..." and shimmies on up it to the second floor.
Taking 10 to climb; getting a 16.

GM Valen |

Taking his time, the halfling is able to make it up the rope.
Ceiling is 20 feet above, so it took two checks or two minutes, to make it up.
Arriving at the next floor, Cazlin sees that this level, too, has no source of light within it.
Before you is a hallway that opens up into a larger chamber to the west, the statues in which appear slightly different than those in this hall.
Map of upper floor now partially revealed on Maps.

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Watching the halfling and dwarf dismantle the sea creatures, Ruvena does her best to hide her surprise at their prowess. "Guess you've got no love for beasts of the seas. Hmmm."
She then waits for Cazlin to climb the rope and asks him to tie knots in it so the rest of the group can get up easier.

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Taking his time, the halfling is able to make it up the rope.
Ceiling is 20 feet above, so it took two checks or two minutes, to make it up.
Taking 10 on a check doesn't increase how long it takes to accomplish it, only taking 20 does. You can only take 10 when not in combat (or have some other fancy ability, or a climb speed). With a 20ft movement you climb at quarter speed so it would take him 2 rounds of double movement.
Ironshanks whistles "Color me impressed, kids these days sure are good climbers. Make sure you wait fer the rest of us, remember the notes on that living statue! And our ghoulish friend may be up there.." Ironshanks grabs a hold of the rope and looks up, before quickly nodding at Ruvena's knot tying suggestion.
I'll wait on the spoiler till the GM confirms we're all able to climb up with a knotted rope.

GM Valen |
1 person marked this as a favorite. |

With the rope knotted by the halfling, the others have little difficulty climbing the rope.
You may all take 10 to Climb the rope. The whole party should be able to make it up. You may all read the "With a sufficient light source" spoiler above and place your token on the revealed map of the upper floor.
This is a logical place to put the game on pause as I will be heading out early tomorrow. I expect to return on October 7th and be able to resuming posting October 8th.

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Once the knots have been set, even in his full plate armor and his slightly advanced age, Ironshanks has no trouble climbing the rope. One hand over the other and grasping the knots with his boots.. up he goes. Once he pulls himself to the top level he looks into the darkness, his Dwarven darkvision gives him a black and white view of the room. "Aigh, look at all them statues... wonder which one was givin' 'em all the problems?" He draws out his axe and shield, taking point as he eyes them all warily while the others climb.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26

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Cazlin lowers the now-knotted rope to help his allies up, grabbing a hold of Ironshanks' hand as the dwarf arrives at the top. While he waits for Ruvena to make her way up, he pulls out a torch and lights it to better illuminate the room.
"C-come up. L-looks... safe?" He doesn't seem to confident in that conclusion.
While the others make their way up, he joins Ironshanks in inspecting the room's statues.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Got it Valen! We'll be here when you're ready.

GM Valen |

I'm back from traveling and getting back up to speed!
It appears that I still need the following:
1) Confirmation from Barcher and Pruk that they are climbing the rope to the chamber above. If so, I also need Perception checks and placement of PC token on map from each.
2) Perception checks from Lem and Ruvena as well as placement of PC token on map from each.

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Ironshanks shouts down the other three from the second floor "HEY! You comin' or not, I ain't waitin' around much longer!"
I'd either bot them or just leave them down there and continue on.

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Barcher snaps out of the fog he was in and begins attempting to climb the rope
Climb check vs DC15: 1d20 - 2 ⇒ (17) - 2 = 15
Once Barcher makes it to the top he takes around.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23