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Open for Dotting. Please Only dot at this point.

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=^.^=

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A tawny-skinned Elf in a flowing overcoat the color of tarnished silver enters the room, a chill in the air following him as he passes by. He sits down, fishes what is unmistakably the intact skull of a small black dragon, and begins contemplating it.

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Flashforward:
As the ship comes within the last several leagues of the Gloomspires, Nectanebo occupies himself matching wits with a book of puzzles.
Intelligence check: 1d20 + 4 ⇒ (11) + 4 = 15
"A-ha, yes! It all starts with the LEFT crank!"
/flashforward

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"Heya!"

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.

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1 person marked this as a favorite. |

If you have not already, please go to the Discussion thread and post your Chronicle Sheet/Reporting Info BEFORE posting here.
The Labyrinth of Hungry Ghosts
On the Grinning Pixie’s deck, Venture-Captain Calisro Benarry stands defiantly amid the howling wind and driving rain. The powerfully built half-orc’s voice carries over the storm. “There!” she yells, pointing to the northwest. “We’ve reached the Gloomspires.” As if on cue, numerous impossibly narrow fingers of black rock suddenly appear in the distance. The unnatural structures exude a sensation of unnatural and profound dread. Benarry laughs deeply as the sensation descends.
Turning to those of you that have had a recent history with the location, she turns and adds, “I bet you’re glad to be back to these gods-accursed spires! I sent in another team to continue the good work you started, and things didn’t go so well. You’re the closest thing to an expert on this rock we have, so I’m trusting you to bring the team through this mission safely.”
She leans in closer. “Let’s review some of the details of your mission.” Her eyebrows furrow. “Two months ago, I sent another team of Pathfinders to Old Sevenfingers’s tomb aboard a Thuvian caravel called the Pride of Aspenthar. The Pride and the Pathfinders never returned to Drenchport. Divinations confirmed that the ship was lost. It apparently sank after transporting the Pathfinders to the tomb, but no Pathfinders were on board. I sent the team into the second level of the tomb, a place called the Labyrinth of Hungry Ghosts. I put a veteran explorer named Jaohd Ilzinian in charge of the team. He’s a paladin of Shelyn known for his skill at fighting against things that should be dead."
“Ilzinian’s team carried the Orb of Stars with them. It’s a powerful magic item that freezes the Gloomspires in place so they can be explored safely. As you can see,” she says, gesturing to the spires, “the orb isn’t working. In the last few minutes, those columns have shifted twice. Without the orb, the spires only stand still on the solstice.”
Benarry allows her words to sink in before continuing. “The solstice begins in a few hours, so you’ll be able to make your way to the tomb just fine. I need you to climb up to Sevenfingers’s tomb, find out what happened to the Pathfinders, and recover the Orb of Stars. Also, I let Jaohd borrow Old Flotsam, my folding boat. She’s precious to me, and I’d really like her back.”
A sudden flash of lighting and the roar of distant thunder punctuate the captain’s words, and she smirks. ”Sounds simple enough, don’t it? The spires will stay in place for three days. If you find the orb, you’ll get two weeks. If you stay longer than that, you lubbers might run into trouble sailing back out. I’ll circle the Pixie around the spires for three weeks just in case. Any questions before you jump in the rowboat?”
------
In addition to any questions you might have for the Venture-Captain <who totally stole my Venture-Captain's idea>, please take a moment to both introduce and describe your character.

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lacking any of the requisite skills... by the way, you missed the dc on the last line... was that supposed to be 30?
Night Hunter steps to the railing to peer through the storm at the spires rising from the roiling waters. He looks back to the Venture captain with a little shrug, never letting go of a firm grip on the railing of the ship. Being diminutive as he is, it would be so easy for him to get washed overboard without something to anchor himself with. The tiny humanoid frog blinks rapidly in the streaming rain, his tongue snaking out of his mouth and up, wiping one eye clear of dripping water in a totally alien manner. He sighs, grabs one of several flasks hanging from his belt and downs the contents, followed by a healthy belch.
"So this labyrinth of hungry ghosts, is it aptly named? I've never fought a ghost before, hungry or not."

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Yes, thanks, it should be DC 30.
"From what we can tell from the Society's diviners, we know it is some sort of maze, but the Gloomspires tendency to disrupt certain magics only gives us partial clues. I had hoped to have at least a report form either Jaohd's team or the initial one, but that doesn't seem forthcoming at this point."

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A monk of average size and appearance listens intently. He has been to the Gloomspires before. Searching his memory, he tries to remember what he can of the area.
Knowledge history 1: 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge history 2: 1d20 + 5 ⇒ (13) + 5 = 18
He speaks up My name is Kitajo and I explored an area used by Sevenfingers not long ago. I know a little of this region. The Gloomspires are an ancient field of massive stone columns that rise from the Arcadian Ocean. Most sages say they were already old when the Ghol-Gan Empire was young. The Gloomspires are hollow and contain many chambers and passages, all of which are believed to be cursed, monster-infested, or both. Since the time of the Ghol-Gan Empire, many of the Gloomspires have been explored, and some have even been claimed and repurposed by other beings. Of these, Sevenfingers’s tomb is the most well known. Sempet Sevenfingers was a legendary pirate who was active in the region 300 years ago.

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Know(arcana): 1d20 + 10 ⇒ (12) + 10 = 22
Know(arcana): 1d20 + 10 ⇒ (14) + 10 = 24
A tiny gnome bobs his head rapidly in agreement with Kitajo, his dark purple hair bouncing all over as he does. "That's right! Sevenfingers was quite hated. He commanded a small fleet of pirate ships from his flagship, the Voracious, and augmented his boarding parties with kuru cannibals. Sounds like a fun fellow."

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Knowledge (Arcana) #1: 1d20 + 10 ⇒ (6) + 10 = 16 You.
Knowledge (Arcana) #1, puzzle advantage: 1d20 + 10 ⇒ (5) + 10 = 15 Must.
Knowledge (History) #1: 1d20 + 10 ⇒ (5) + 10 = 15 Be.
F$@~ING.
Knowledge (Arcana) #2: 1d20 + 10 ⇒ (4) + 10 = 14 Kidding.
Knowledge (History) #2: 1d20 + 10 ⇒ (4) + 10 = 14 Me!
A tawny-skinned Elf with deep lavender eyes, long silver hair, and wearing a long overcoat the color of tarnished silver that makes him look a bit like a wraith, and wearing a massive, beautiful jeweled sword at his side, staggers up from below decks. Last night's meal must not be agreeing with him, as he leans overboard and regurgitates it, nearly oblivious to the discussion of the local history (though he sure knew it last time, if that cuts any ice).
"*gasp*...Last...time...I...eat...*GAAAAAAAAACK*...Marduk's...cooking."

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A stout woman arrives with a quick pace and readies herself to quick the door open when she realizes the door is already open.
She seems pretty dirty to you but smells of wood and moss. Splinters of wood are tangled in her dark hair. She looks at the other persons in the room and bares her teeth, letting out a snarl, as an animal would do. When she does so, you see that her canines are more developed than most humans' and seem to have been through a lot of whetting. She carries a big Orc Double Axe in her back.
"Helo evrybody. Name's MARDUK! What be MISSION?" She says with a toothy grin.
"OooOh Halo Necatamno! Nyss to sea ya once agyn!" she says, nodding at the elf with the puzzles' book.
"WUt? I haz cookingz beattles and wood. Vary good!" she shouts, outraged.

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A small and skinny halfling stands on the deck of the ship, the hood of her heavy dark robe pulled up to give a semblance of protection against the elements. Upon boarding the ship earlier, she took the time to shake hands with each of you in an optimistic and cheerful way. "Heya, I'm Risa, I'll be assisting you on this mission, pleased to meet ya!"
Her appearance was somewhat startling to you however; her pale face has several deep scars across it, that appear very old. Her eyes are heavily clouded, appearing as milky white orbs. Worse even are her hands and arms, which are shriveled and blackened, and charred with eschar.
"A pirate's tomb? How exciting! Only one question from me, well, two actually; what does this orb look like, and how big was the previous team of pathfinders?"
-Posted with Wayfinder

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"“The Saoc Brethren of Lirgen made the orb. It can hold the Gloomspires in place long enough for us to study the site properly. Many of the agents around you where theose that discovered it for me,. . . for the Pathfinder Society, so they might have more details if you need. It is a small glode,” she holds out both hands for emphasis, "made of a golden colored metal. It is a puzzle device of sorts, with ones side being able to be rotated so that symbols can match up with markings that form a ring around the orb's center."
"As for the other team, I'd say average height. . ."
:P
“Jaohd is a Taldan paladin who worships Shelyn. He’s tall and scrawny, with gray eyes and red hair. He joined the Society thirteen years ago and become an expert on spirits and haunts. His longsword, a fine blade he calls Ether’s Kiss, can hurt creatures with no real body of their own. Jaohd went into the Gloomspires with four other agents: the Taldan twins Alrasus and Naphinia, known for their quick fingers and quicker wits; Zumek, a Kellid warrior who could wrestle a crocodile and win; and Yetisiel, an elf with the power of storms in her blood.”

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"They sound like a fine bunch, I can only hope we will find them alive," Risa says gravely.

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Sorry everyone. A mixture of work, taxes, and life has left me unable to post much, and Im struggling to get the other table up and running. Ill post after work and get this going again.

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Before heading out, Benarry gives you two pouches of grave salt as well as a wand of ghostbane dirge wrapped in a shroud, hoping it might help you in your mission.
"A mystic old sea dog performed a ritual to connect it to the wand. He said it should make the magic item more effective in the Gloomspires, as long as you don’t unwrap it. You let me know if he was trying to pull something on me, and I’ll go get my coin back.”
Your trip to the Gloomspires, a return home for some of you goes uneventful. The Gloomspires themselves, seen from a distance rise as massive stone towers from the sea itself, though they are covered in a dense, wind-resistant fog reminds you of it's treachery.
Climbing the narrow, winding steps to the top of Sevenfinger’s tomb takes 2 hours. The tomb’s summit is covered with thick tropical foliage, most reaching the height of 30 to 40 feet, a trek some of you remember all too well.
A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around this small clearing. To the south is the edge of the column, and a sheer 500-foot drop.
Strange, wind-resistant fog permanently envelops the Gloomspires. This behaves in many ways like fog cloud with the following exceptions. Creatures within 15 to 20 feet from an observer have concealment, and creatures farther away have total concealment. The Gloomspires are massive enough that a creature can discern their vague outlines from up to 500 feet away.

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Map has been updated. You can find a link both at the very top of the page, and also under my GM alias (LoHG LOW).

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DM Beckett, I think I (and anyone else with the chronicle sheet) get a +2 to perception made to find hidden objects such as traps, treasure, and secret doors. Since I wont really know if I am rolling for that, will you take that into account?
Kitajo looks around. The last time he was here, his group were not alone and he does not want to be surprised again.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Look here. Boot prints. They seem to head that way Kitajo points south.

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Yes. Generally speaking, I will post something like:

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Though the jungle canopy over this clearing is exceptionally thick, a small campfire set in its center illuminates the area significantly. The clearing contains a makeshift camp, with a handful of improvised beds made from old sails and numerous stools and tables scavenged and repurposed from flotsam.
Suddenly, as you begin making your way to the south your hear an enraged female scream, "I'm sick of this. Tell us where it is or I'll have 'em cut off your toes and feed them to you."
Emerging around a bend in the jungle canopy path, you stumble up a quartet of sailors holding down a scarred man. He is blindfolded, and very near the campfire, with both hands and feet bound.
One of the sailors, or perhaps pirates is a Half-Orc woman that seems to know how to handle herself, and seems to be the one giving orders.
If the entire group wants to give me a Stealth Check they can. Otherwise. . .
Henrikuaxian: 1d20 + 6 ⇒ (7) + 6 = 13
Kitajo: 1d20 + 2 ⇒ (14) + 2 = 16
Marduk: 1d20 + 3 ⇒ (2) + 3 = 5
Nectanebo: 1d20 + 2 ⇒ (15) + 2 = 17
Night Hunter: 1d20 + 3 ⇒ (20) + 3 = 23
Risa: 1d20 + 2 ⇒ (2) + 2 = 4
...
Half-Orc: 1d20 + 4 ⇒ (17) + 4 = 21
Sailor 1: 1d20 + 3 ⇒ (18) + 3 = 21
Sailor 2: 1d20 + 3 ⇒ (7) + 3 = 10
Sailor 3: 1d20 + 3 ⇒ (5) + 3 = 8
ROUND 1
Night Hunter ()
Half-Orc Leader RED ()
Sailor ORANGE ()
Nectanebo ()
Kitajo ()
Henrikuaxian ()
Sailor BLUE ()
Sailor PURPLE ()
Marduk ()
Risa ()

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Don't care much either way whether we play this stealthy-like or bang-bang-smash-em-up, but I'll give you a stealth check just in case, and then will follow the lead of the rest of the party.
Stealth: 1d20 + 6 ⇒ (15) + 6 = 21
Also, OK to assume I've already used a charge of my Mage Armor wand? Spooky woods and all that, would probably have that up beforehand.

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Yes, that's fine. I'll say that everyone has until their first post for any "prebuffs". However, keep in mind that it did take 2 hours to climb to the top of the tower, (off screen). In this case, I'd consider, a bit on the lenient side, finding the tracks an acceptable "oh s#*t" moment for anything under 1 hour per level.
Also, the Stealth DC is 20 or Combat. Luckily, <grumble, grumble> I guess that means one of you just got saved from a possible crit. . .

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My mage armor wand could use a flick in m direction also?

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stealth dc 20: 1d20 + 13 ⇒ (4) + 13 = 17 oops, sorry guys
Night Hunter pulls out both a potion of Mage armor and his flask of liquor, letting the charismatic folk see if they can settle this without combat before deciding whether to drink either or both of them.

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In this case, I'd consider, a bit on the lenient side, finding the tracks an acceptable "oh s#*t" moment for anything under 1 hour per level.
In that case...
Nectanebo ponders the tracks once they've been pointed out.
"Excellent work. Those of you who haven't been here before ought to know: The locals are more hungry than friendly."
He concentrates on his sword, and it begins to shimmer with power.
I cast lead blades.
He then concentrates, and the tattered edges of his overcoat seem to begin writhing like beckoning fingers, until suddenly, a mass of bones, probably the remains of a cannibal's dinner, claw their way out of the packed loam!
I also spend 1 Focus from the Gloaming Shroud to raise a Necromantic Servant. It has 7 hit points, BAB equal to mine, +1 to damage rolls, and is otherwise a human skeleton. It will last upwards of 30 minutes.

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I want to ready an action to flurry the first one that comes within my range agressively
unarmed strike 1: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d6 + 5 ⇒ (1) + 5 = 6
unarmed strike 2: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d6 + 5 ⇒ (6) + 5 = 11

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Since someone failed the check, I guess there's a fight :)
Marduk tries her best to be as stealthy as she can. Since the group is striding in a forest, she finds herself comfortable. Favored terrain ^^ Also, not that it changes something at the current init board but her init mod in forest is +5, not +3.
Stealth?: 1d20 + 7 ⇒ (17) + 7 = 24

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During the trek to the summit, Risa keeps asking questions along the line of "Are we there yet? What's it look like?"
During the trek, she also touches a few people. "Here, I've just given you a bit of my own life essence, if you should get hurt in a fight, it will keep you alive."
Risa can target three people with life link, I'm thinking Marduk, Kitajo and one more person who'll be spending time in melee, perhaps Night Hunter?
Upon reaching the clearing, Risa can just about spot the orc at the edge of her sight, but can't see their prisoner yet. "What's going on?" she whispers urgently.
30' sight and all that. Probably won't be making a whole lot of Perception checks unless it's hearing based or really close by.

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Night Hunter'd be glad for your life link... thanks

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How about me instead of Marduk, as I potentially do a lot in melee, but have less than half her hit points?

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Take Nectanabo instead of Marduk, she's built to tank. However I won't mind if you pass by sometimes to heal :)

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All right, life link on Nectanebo, Kitajo, and Night Hunter.

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Hearing your party coming through the dense jungle, the pirates seem to react to danger, or the possibility of it just as quickly as you do, whipping about and going defensive.
Night Hunter quickly grabs a potion and downs it, but refrains from attacking to see if words might suffice. The Half-Orc shouts to her minions to attack, while herself stepping slightly away and drawing a bow, but also casting a spell of some sort to help protect herself.
ROUND 1
Night Hunter (life link)
Half-Orc Leader RED ()
Sailor ORANGE ()
Nectanebo (life link)
Skelly ()
Kitajo (life link)
Henrikuaxian ()
Sailor BLUE ()
Sailor PURPLE ()
Marduk ()
Risa ()

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Seeing the captive man, and hearing the threats directed at him, makes the situation clearer to Nectanebo.
"AVAST!" He shouts as he and his servitor leap out of the foliage.
Guidingstar, lead blades vs Cap'n: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 2d8 + 3 ⇒ (5, 8) + 3 = 16
skeleton claw vs Cap'n (unless Nectanebo downs her, in which case it goes after Col. Cheez-Whiz instead): 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d4 + 3 ⇒ (3) + 3 = 6

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Oops, sorry, I forgot to move her on the map. I've adjusted your characters to do the same action against the closest enemy a 5ft step away.

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Moved to the enemy we WOULD have otherwise gone after.

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I don't think my trigger for my ready is happeneing so I will just be treading water this round

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It has not, but it may come up yet.
-Posted with Wayfinder

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Henrik will move a little closer, then reach out his hand and utter an arcane casting, causing a human knight in full plate armor to appear. The knight will move forward with his armor clanging loudly, drawing his sword as he moves with the hiss of fine steel being pulled from a scabbard. He will take up position in the middle of one of the clearings, and turn in the direction of the remaining pirates, holding his sword menacingly at the ready.
Casting minor image, with the apparition appearing next to Risa and moving south and east to the square marked on the map with the red X. DC18 will save to disbelieve if interacted with. Obviously can't actually hurt anybody, but will hopefully draw some attacks and/or keep them from approaching this way.

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Nectanebo and his newly formed minion both move in to attack, but neither of them is able to land blows, as devastating as they might have been against their surprised foes. Kitajo drops into a "come and get me" stance, awaiting anyone to rush at him, while Hen "summons" another ally to the field.
The two sailors each move towards the closest foes to them, one going after the skeleton warrior and the other the knight, both drawing a ratty scimitar as they do. The first hits the skeleton, but with such an ineffective weapon it simply cuts a small notch into the breastbone with no effect. The other's weapon goes straight through the night, as she curses it's magical protections.
Blue vs Skeleton (AC 16): 1d20 + 6 ⇒ (7) + 6 = 13 <miss>
Purple Will Save DC 18: 1d20 ⇒ 12
.
2.)Additionally, just for ease, I've moved Marduk and Risa from the end of one round to the beginning of the next, just for ease of play. Technically they are still at the end of the round as far as durations go.
.
3.) I did remove the Red X and put in a knightly mini, just so I don't get confused and forget it later. Different similar things are happening across my games, and it's too easy for me to get mixed up. :)
ROUND 2
Marduk ()
Risa ()
Night Hunter (life link)
Half-Orc Leader RED ()
Sailor ORANGE ()
Nectanebo (life link)
Skelly ()
Kitajo (readied, life link)
Henrikuaxian ()
Sailor BLUE ()
Sailor PURPLE ()

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"Reinforcements!" Risa cheers as the knight appears out of thin air and marches off.
Risa takes a few steps forward, grips her holy symbol and intones a quick incantation, a soft golden light streaming between her fingers.
Casting bless, taking care to include Nectanebo and the knight. +1 attack rolls and saves vs. fear.

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Marduk charges forward, unsheathing her orc double axe and begins to rage!
"YYAAAaaaaaaRRGHghgh!! Take dis!"
+1 Orc Double Axe (Single attack), charge, bless, rage: 1d20 + 10 + 2 + 1 + 2 ⇒ (20) + 10 + 2 + 1 + 2 = 35 oh?
for Slashing Damage, rage: 1d8 + 10 ⇒ (3) + 10 = 13
KRitIKAL Heat?: 1d20 + 10 + 2 + 1 + 2 ⇒ (13) + 10 + 2 + 1 + 2 = 28 well...
for Additional damage: 2d8 + 20 ⇒ (3, 3) + 20 = 26
"BWWAAGaahhahaAHRR! Fear MArduUK!" she yells.
RAGE STAT BAR| HP: 66/66 ; AC: 17/11/14 ; CMD: 23 ; Fort save +10 ; Will save +6

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Night Hunter takes a step forward, drinking both the potion of Mage Armor AND the contents of the flask of liquor (granting him a drunken ki point).
note: he has the trait, 'accelerated drinker', which allows him to drink a potion as a move action instead of standard

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Nectanebo and his newly formed minion both move in to attack, but neither of them is able to land blows, as devastating as they might have been against their surprised foes. Kitajo drops into a "come and get me" stance, awaiting anyone to rush at him, while Hen "summons" another ally to the field.
The two sailors each move towards the closest foes to them, one going after the skeleton warrior and the other the knight, both drawing a ratty scimitar as they do. The first hits the skeleton, but with such an ineffective weapon it simply cuts a small notch into the breastbone with no effect. The other's weapon goes straight through the night, as she curses it's magical protections.
Marduk rushes forward with her enormous axe, cutting one of the poor sailors down where she stand. The mists seem to react, . . . favorably, to the wanton spilling of blood, and near the tree line, just out of sight, you swear you hear a dark laughter.
Risa moves in a bit closer and calls on divine aid to help herself and her allies while Night Hunter also advances a bit, drinking double barreling two drinks with ease.
The Half-Orc and one of the sailors each return fire, the sailor stepping back and drawing a crossbow, which she levels at Nectanebo. The Half-Orc, aware of the fogs detriment, still fires her bow, though advances closer before doing so. Necktie manages to avoid the bolt, even from such close range, but Marduk is not so lucky, taking the arrow in the shoulder and spilling more warm blood on the mist covered ground.
Crossbow vs Nectanebo (AC 19): 1d20 + 8 ⇒ (9) + 8 = 17 <miss>
Miss Chance: 1d100 ⇒ 75
Longbow vs Marduk (AC 15): 1d20 + 9 ⇒ (19) + 9 = 28 <HIT>
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
ROUND 2
Marduk (Rage, charge, -8)
Risa ()
Night Hunter (life link)
Half-Orc Leader RED ()
Sailor ORANGE ()
Nectanebo (life link)
Skelly ()
Kitajo (readied, life link)
Henrikuaxian ()
Sailor PURPLE ()

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Nectanebo and his skeleton surround the captain's guard.
Guidingstar, lead blades, flank vs Purple: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 2d8 + 3 ⇒ (3, 3) + 3 = 9
skeleton claw, flank vs Purple: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d4 + 3 ⇒ (2) + 3 = 5
Critical threat!: 1d20 + 6 ⇒ (15) + 6 = 21
Bonus damage?: 1d4 + 3 ⇒ (2) + 3 = 5 + 5 = 10

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Kitajo rushes toward the grouped enemies and launches an attack at the enemy in the purple headscarf.
Unarmed strike: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

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I know it's all a bit off-kilter in PbP, but perhaps you want to go after someone different? I'm pretty sure I gibbed that one.