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Heh, alright. I figured that since Aeleth is the resident idiot, he'd just follow where the rest of the party went. XD
Exploring the first floor is a good idea though. If we take the openings in a clockwise-direction, we will likely end up clearing the first floor and then discovering the way to the second floor in the last area we explore. Seems as good a plan as any.

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Works for me, although I suggest counter-clockwise.
Stephani looks at the options, and decides to look into the north doorway, opting to stay dry as long as possible.

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Dusklord follows after Stephani, the undead hand leading the way.
Placed my icon in the first floor behind Stephani...I like the plan, starting with the door she is at.

GM Iff |

I'll go with the north door, following Dusklord's and Stephani's two votes.
Scattered bones and equipment lie strewn about this chamber's floor. A Wayfinder hangs from a corroded chain around the neck of one skeleton. His skeletal hand clutches a golden amulet, and an ivory map case lies close by.
Beyond these grim remnants, a brightly-colored mosaic covers the chamber's back wall, largely free of the barnacles and deposits covering the other surfaces in the area. The mosaic depicts a group of wizardry figures gathered around a larger figure clad in robes of black and white.
-Posted with Wayfinder

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Know Arcane: 1d20 + 8 ⇒ (7) + 8 = 15
Seraph yawns and points at the mosaic.
Any idea what that's about Dusklord? I've never seen it before.
He does, however, go start detecting for magical auras on the skeleton and his belongings.

GM Iff |

Serak finds only one aura near the skeleton, undoubtedly emanating from the Wayfinder. Something else catches his eye, though: there is a faint aura of transmutation coming from the mosaic wall, right at the area of the brooch worn by the central figure. On closer inspection, that parts of the wall is slightly recessed, as well.
-Posted with Wayfinder

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Dusklord examines the mosaic carefully.
"Where is that confounded dwarf when we need her?" Dusklord complains. "The central figure here is Nethys, with all of these other wizards well-known masters of their day. This is all fairly obscure knowledge, though not beyond my ken."
Once Serak has explained his findings, Dusklord says "Perhaps a wayfinder or something else can be inserted in that recess."
knowledge arcana: 1d20 + 8 ⇒ (19) + 8 = 27
knowledge religion: 1d20 + 8 ⇒ (20) + 8 = 28

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"So, I guess we did miss something..."
Stephani moves to take the wayfinder, and then looks to examine the indentation to see if it, or the pieces she carries, fits.

GM Iff |

The Wayfinder is inscribed with the initials "J. D.", but otherwise unremarkable. The medallion clutched by the skeleton seems more interesting. Its middle part is decorated with mosaic, similar to the wall and to the two parts that Stephani holds. Both the top part and bottom part contain te holes, where the three parts might be combined.
Looking over the indentation in the wall, Stephani is quite sure thay the medallion would fit perfectly, once the parts are combined.
Serak notes a magical aura, one that he didn't spot earlier (i.e. I forgot to mention it.) Under a thick layer of dust there is a torch still giving off light, but no heat. That makes it easy to recognize it as an Everburning torch. Next to it is a (non-magical) cold iron longsword in a jewel-encrusted scabbard that might be quite valuable.
-Posted with Wayfinder

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Dusklord notes with interest all of the items they have found.
"Aeleth, I believe you should be our designated party member to activate items when we have absolutely no concept of what will occur should the item be activated. Because...the item could be concealing...justice and butt-kicking, or some such nonse-...noble attribute. So please do us a favor and put the medallion in the wall there."
once the parts are combined, of course.

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Serak nods furiously.
I'm pretty sure I detected an aura of justice and butt kicking when I used my magic on it, anyway, so it really should be done by you anyway, Aeleth

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"Stop picking on him, boys. Here, let's see what happens."
Waiting until everyone nods that they are ready, Stephani first tries to put the pieces together (after taking the medallion).
Assuming all is quiet, then she will put the missing piece into the mosaic.

GM Iff |

The pieces of jewelry fit together perfectly, and sharply lock into place. Placing the resulting sigil into the relief in the mosaic causes the stones in the wall to magically divide, creating a doorway to what must have once been a stairwell.
Unfortunately, debris now fills the stairway, and when the wall opens, the rubble spills out into the room, making an unearthly racket. The rubble from the stairs seems easily climbable and with a bit of of light, a room upstairs becomes visible.
Updated both level 1 and 2 of the map. Let me know if any of you performed any special prep/buffs before Stephani opened the door.
-Posted with Wayfinder

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"Well, that is interesting. Shall we climb up and see?"
Stephani does keep the wayfinder and the cold iron longsword. "This wayfinder can provide some light, but someone with a free hand should take that everburning torch as well."

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I really like our group dynamic. Lots of interesting back and forth and mild rivalries. :)
Aeleth is just a gormless idiot. XD My first foray into playing a dumped-mental-stats character.
"Ah Stephani, glad to see that you also are enthusi... enthusa...enthusistatic about justice and butt-kicking! The path of justice and butt-kicking for goodness is a path for all heroes, and all should be encouraged to do the same! Duskie, you should try next!" Aeleth proclaims as Stephani takes the medallion and slots it into the mosaic.
I'm happy to take the torch since I only need one free hand to punch. Should we explore the rest of the level first?

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Starling snickers at Dusklord's comment, but puts on a more serious face when Stephani weighs in the conversation. She then draws her rapier and stands near the others as the door opens.

GM Iff |

Which door do you mean exactly? The secret door that just opened, to roof 3f on the map? That door has already slid open, revealing the ruined staircase and releasing its rubble into the room you're now standing in.
From atop the rubble, you can see the room above. This room appears for all intents and purposes to be a vault, containing various crates and shelves stocked with countless papers, scrolls, tomes, and other wizardly items.
-Posted with Wayfinder

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Sorry - Stephani already did open the door. Climb up is what it should have said.
Climb: 1d20 + 3 - 6 ⇒ (10) + 3 - 6 = 7
"Hmm, I might need a rope."
What is the DC to climb rubble?

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Dusklord looks with fascination at the room full of wizardly implements and items.
Walking around with a content expression, he casts detect magic to assist in his efforts.
knowledge arcana: 1d20 + 8 ⇒ (1) + 8 = 9

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Serak follows Dusklord around, mimicking his "wizardly actions" with great gusto and exaggeration.

GM Iff |

Stephani finds it easy to climb up, although it is slow going. Upstairs awaits a surprise for her. The entire front of the vault above is covered in thick magical web.
I have marked the webbed area in green on the map. The spell has a DC 13. See the link for spell details. Please place your token somewhere on the map, and make a saving throw as appropriate. I'll resolve the Detect magic after that.
Also, I will be back from holiday tomorrow. Updates should be a bit easier with access to a proper computer.
-Posted with Wayfinder

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Dusklord looks skeptically at the cobwebs. "Where there is a web, there is a spider," the wizard says.
After receiving a mental command, the disembodied hand scurries ahead to explore.
perception: 1d20 + 4 ⇒ (16) + 4 = 20

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Elvik follows and watches the others burning away the webs or searching the area. Climbing the rubble was a bit exhausting for the dwarf, he breathes heavily.

GM Iff |

Surprise round
Stephani burns a way through the web, with Elvik in tow. The group of Pathfinders keep it to a single file behind the paladin, careful not to get stuck in the web (because no one attempted a saving throw).
As soon as Stephani has burned a way through the web into vault, she hears the sound of spellcasting right in front of her. Before she can react properly, a horrific creature wearing ancient robes appears out of nowhere, steps up to her and touches her helm, sending a powerful jolt through her entire armor. Stephani is hit by a touch attack spell for 11 electricity damage.
The creature's emaciated form resembles a withered, blackened corpse with long, razor-sharp claws, jagged yellow teeth and a thin tongue more than a foot long. Its particular characteristics make it easy to recognize this as the creature that you saw in the vision back as the Blakros museum, where you saw it killing Anumet.
--
COMBAT TRACKER - Round 1, characters in bold can act
1st - Starling, Dusklord, Aeleth, Stephani (-11)
2nd - Devourer of Reason
3rd - Serak, Elvik
Please note the map, and the parts of the web that are still there. Also, please note that the entire staircase (rubble on the map, marked 3f) is difficult terrain.
--
Aeleth: 1d20 + 2 ⇒ (1) + 2 = 3
Dusklord: 1d20 + 6 ⇒ (2) + 6 = 8
Elvik: 1d20 + 2 ⇒ (2) + 2 = 4
Serak: 1d20 + 8 ⇒ (15) + 8 = 23
Starling: 1d20 + 5 ⇒ (17) + 5 = 22
Stephani: 1d20 + 4 ⇒ (17) + 4 = 21
Aeleth: 1d20 + 2 ⇒ (16) + 2 = 18
Dusklord: 1d20 + 6 ⇒ (15) + 6 = 21
Elvik: 1d20 + 2 ⇒ (9) + 2 = 11
Serak: 1d20 + 2 ⇒ (10) + 2 = 12
Starling: 1d20 + 4 ⇒ (20) + 4 = 24
Stephani: 1d20 ⇒ 16
Devourer of Reason: 1d20 + 3 ⇒ (12) + 3 = 15
Stealth, Take 10: 10 + 11 + 20 = 41
Attack, touch against flatfooted, +3 metal, +2 invis: 1d20 + 3 + 3 + 2 ⇒ (4) + 3 + 3 + 2 = 12
Shocking grasp damage: 3d6 ⇒ (5, 1, 5) = 11

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Dusklord looks at the creature attacking them with a raised eyebrow.
"Shocking grasp, cast by a ghoul. Clearly this is an intelligent one, a Devourer of Reason! Their bite can turn you into a ghoul, as well, so take great care!"
Dusklord sends the hand forward to attack, after which he casts grease under the ghoul. DC 15 Refl
spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
knowledge religion: 1d20 + 8 ⇒ (11) + 8 = 19
crawling hand: 1d20 + 5 ⇒ (17) + 5 = 221d1 + 1 ⇒ (1) + 1 = 2 2 dmg + grab
CMB to grapple: 1d20 ⇒ 9

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Stephani hears Dusklord and immediately decides she needs to smite this evil. She swings her longsword at the creature, aiming to take it down swiftly.
Attack: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Damage: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Swift action to target the ghoul with smite evil, and this gives Stephani a +4 AC deflection bonus against it.

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"A Devourer of Reason? Have no fear, Duskie! There is no Reason in this Hero of Justice for that creature to devour, only the burning justice that will give him heart-burn and tummy-aches if he should try!" Aeleth proclaims boldly as he wades through the webs in an attempt to reach his target, seeking to overcome his opponents magical impediment with sheer brute force!
Activating Urban Rage, putting all points into STR, going into dragon stance, using power attack.
CMB check to move through webs: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 vs the save DC of the web
attack roll: 1d20 + 6 + 2 + 1 - 1 ⇒ (16) + 6 + 2 + 1 - 1 = 24
damage roll: 1d6 + 7 + 3 + 1 + 2 ⇒ (6) + 7 + 3 + 1 + 2 = 19
"Feel the BACKHAND of JUSTICE!!!"

GM Iff |

Round 1
Starling bolsters her companions with courage, as Dusklord casts his spell, which sends the ghoulish creature flying through the air and landing on the floor with a thud. His crawling hand scurries up its robe, and scratches at his neck, but fails to find enough purchase to start choking the undead creature.
Next comes Aeleth crashing in, powering through the web without problem. His zealous stride forward gives the Devourer of Reason a chance to claw at his legs, but this misses. He connect with a sickening crunch. Finally Stephani smites the ghoul, sending her sword smashing at his shoulder and landing a solid blow. (In included the +1 from inspire courage to Stehani's attack.)
Prone on the floor, heavily wounded and facing two powerful opponents, the Devourer of Reason hisses and considers its option. It bite and claws at Aeleth's legs, but its attacks are clumsy while prone and only its last attempt connects. Aeleth takes 4 damage from a claw attack, and must make a Fort save DC 15 or suffer paralysis.
--
COMBAT TRACKER - Round 1-2, characters in bold can act
1st - Starling, Dusklord, Aeleth (-4), Stephani (-11)
2nd - Devourer of Reason (prone, -33)
3rd - Serak, Elvik
Pending
Aeleth - Fort save DC 15 or paralyzed
--
Reflex save: 1d20 + 4 ⇒ (9) + 4 = 13
AoO Aeleth: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
Claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite attack, Aeleth: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Claw attack, Aeleth: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw attack, Aeleth: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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Psst. GM, if it's a ghoul, I'm half-elven and hence immune.
If not:
fort save: 1d20 + 5 ⇒ (13) + 5 = 18
Unimpressed with the scratch on his leg, Aeleth keeps up his attack by puttinging his fists together and bringing them down on the undead monster's head.
Still raging, dragon style, power attack. Also using destined strike for an extra +1 to hit.
attack roll: 1d20 + 6 + 2 + 1 - 1 + 1 ⇒ (15) + 6 + 2 + 1 - 1 + 1 = 24
damage roll: 1d6 + 7 + 3 + 1 + 2 ⇒ (1) + 7 + 3 + 1 + 2 = 14
"Evil, meet my fist!"

GM Iff |

Aeleth, you're right. I had it in my mind that this counted only for full elves, but it seems like the language in the Pathfinder 'Elven blood' rule also gives this protection to half-elves.
Under the combined might of Stephani's and Aeleth's attack, the Devourer of Reason doesn't stand a chance. The ghoul perishes with a shriek, upon which its body rapidly decays into dust. What's left is his ornate robes, a magical scroll and wand, a masterwork dagger and a disguise kit. Finally, on his body is found a scroll case with the same design as those on the door to Ralzeros's magical chamber. There is no obvious way to open the case, and the thing is made of a durable copper-colored metal. Additionally, the vault contains numerous (non-magical) scrolls and papers that are surely of historic interest, if you can get them out without water damage.
--
Congrats, well done! With the Devourer of Reason stopped, Anumet avenged and the key to the door retrieved, you have completed this scenario. You have missed one combat encounter and the optional encounter on this level of the tower, but I propose we waive that to avoid an anticlimactic end. Please make a final post, after which I'll write the conclusion. I'll have chronicle sheets up later today.

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"Good riddance of a dangerous unholy abomination. Good work, everyone!"
Stephani starts working on a plan to keep everything dry to retrieve it.
"Dusk, what is that scroll, can you tell?"

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Before Elvik is able to act the creature drops and the dwarf stands still with his mouth open. "Next time, leave a bit for me, please." he says.

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Dusklord looks at the now-permanently-dead ghoul mournfully.
"I could have attempted to bring that under my command...for future study only, of course," he says.
"Still, things like justice have prevailed, and I would imagine the museum will rest easier now, at least until its next crisis."
The wizard examines the scroll and any other items they have found for anything useful.
spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
Thanks for running that! I'm leveled and ready for the next part whenever.

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"I had no reason to let it devour... my reason. I had no reason at all," Aeleth declares firmly, thoroughly oblivious to the irony in his statement.
Day Job: 1d20 + 9 ⇒ (17) + 9 = 26

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"I had no reason to let it devour... my reason. I had no reason at all," Aeleth declares firmly, thoroughly oblivious to the irony in his statement.
[dice=Day Job]1d20+9
Oops, please add another +5 to this roll. Faction journal bonus. Total of 31 for day job roll.

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Serak sighs, and looks mournfully at the hand full of fire he summoned and never got to use.
Damn. I kinda wanted to see what burning ghoul smelled like... Oh well. Guess this old stuff will have to do.
With that, he tosses the fireball onto the old, historical, and valuable scrolls and papers, and watches gleefully as it ignites and burns to ash.
Produce Flame. Because Serak.

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GM Iff |

With the Devourer of Reason stopped and the high tide coming in, it is time to leave the room. After some damage controle in the vault, there is still quite a lot of interesting documents left to transport to the Grand Lodge, as well as the bodies of the unfortunate group of Pathfinders that preceded you in exploring this tower.
--
Back at the Grand Lodge, where you leave a report for Drendle Drang. (The man himself is nowhere to be found). You earn the congratulations of your fellow Pathfinders though, both for avenging Unumet and for finding out what happened to the team known as Dalin's Delvers. A toast is said in all their names, and proper burials are arranged. The scroll case with the intricate carvings, quickly dubbed The Ineffable Pattern, is given in the care of the Dark Archive, to be stored until the time is right...
Thanks again for playing, and apologies for letting this closing post wait for so long. I'll leave the campaign active for another day or so, to give everyone a chance to read it. Then I'll close it. Should anyone of you feel inclined to share some of their thoughts on my GM'ing, possibly tips on improving my game, I'd be really happy to read them. Send me a PM, if you want. :)