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At least we found Benari's folding boat says Adishrii after looking at the magical objects.
We also find two of our missing comrades, unfortunately, one is already dead but at least his spirit will find some sort of peace.

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"The Folding Boat may be of use to us first. I've read things in the Chronicles about creative uses for such things, mainly as battlefield control..."
To Ilzinian, "Indeed. I think that we're resting now. I'm already low on arcane might and we didn't get far in there. Tomorrow lend us your ability and we'll see this mission through sir."

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Sam will hold on to the longspear for now, considering its defensive capabilities.
He begins to feel better as the party heals his wounds with his wand.
Taking 5 for four charges + 4 from the assist!
"I can *cough* continue if the group wishes." Sam concedes as he stands back up, wounds sealed.
I don't understand the map, so I don't know where to go next.

EndlessForms |

Yeah, this map is pretty strange to represent the Labyrinth aspect. I put a red arrow for the entrance to the Labyrinth from the current room.
After resting for a day, you venture back down. The stonework changes dramatically here, as large blocks of dull gray stone abruptly give way to smooth, highly polished black marble. Though the marble is seamless and unadorned, shadows skitter across its surface—moving faster when viewed out of the corner of the eye. These ephemeral shapes and spectral wisps occasionally take on vague humanoid forms with horror-stricken faces. Somewhere in the distance, a low growling sound echoes from deeper within the tomb.
You can roll either a Survival check or a Knowledge (dungeoneering) check to navigate. You cannot take 10 or 20 on this check, but you can use the aid another action to assist the one rolling the skill check.
Additionally each person who succeeds at a DC 21 Knowledge (planes) or Knowledge (arcana) check provides a +2 bonus on the skill check to navigate the labyrinth.

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Jaysin does have +6 to Dungeoneering, but if someone has higher in that or Survival I'll assist.
Dungeon!: 1d20 + 6 ⇒ (4) + 6 = 10
Well, I hope someone has a higher modifier...

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"this architecture is fascinating! I could study this for years and never fully appreciate it." Druthane is completely absorbed by his writing, not really looking up to help navigate. Arcana: 1d20 + 15 ⇒ (3) + 15 = 18
-Posted with Wayfinder

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Eventually he looks up, and decides to help navigate, though it's clear he hasn't made notes to help.... Dungeoneering: 1d20 + 12 ⇒ (13) + 12 = 25
-Posted with Wayfinder

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Sam is absolutely no help for this! :(
Sam wanders around with the group as they try to deduce the labyrinth, but the ex-miner just feels lost in this area. "Do *cough* we know where we *cough* are?" he asks.

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Seems like you have a knack for this, bookworm. Jaysin will try to assist Druthane as best he can.

EndlessForms |

Luckily Druthane has a particular knack at navigating the shifting corridors and you only spend two frustrating hours stumbling about until you find another room.
This chamber resembles a lord’s banquet hall, complete with a fireplace and a long oak dining table. Dozens of ghostly entities fill the chamber. A score of lords and ladies are seated at the table enjoying a feast, a group of minstrels play lively music in one corner, and more revelers dance and cavort in an open area to the south. Eventually one of them moves over to introduce himself.
You recognize it as a haunt. If you beat a 10 in initiative, you can take a surprise round action (move or standard).

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Apologies for my absence. What was supposed to be a three-day weekend for me turned into a one-day weekend (tomorrow).
Knowledge (Religion): 1d20 + 3 ⇒ (3) + 3 = 6
"Now this is more like it! If we weren't on a mission, this would be a fine time for meat and drink!" Sündr's grin slides a bit as her brow furrow. "That is, if the food wasn't ghostly too... ah, yes, hello there! I am Sündr-dögünn the Spinner, and these are my traveling companions." Sündr bows to the ghost.

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Sam stays on guard, scared to lower his shield around the ghosts. "Please *cough* don't come closer!" he says to the approaching apparition.

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Know. Religion: 1d20 + 8 ⇒ (20) + 8 = 28
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Be careful friends, this is a hau.... but before adishrii could finish her phrase and takes her wand of cure light wounds something happened !

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Can't fail the knowledge check.
"This place is haunted and it's about to get BAD in here..." He turns to Ilzinian, "Can you channel?!"
Should I roll my own?

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Hearing the warning and knowing that his shield and armor are no match for a ghost, Sam hightails it out of the room. "AHHHHH! GHOSTS!"

EndlessForms |

2d20 ⇒ (1, 5) = 6
"Can you channel?!"
"Why do you-" Ilzinian starts to answer Druthane but he is cut off by the revelers suddenly seeking all of you out to join the dance.
Everyone: DC 17 Will save or you are immediately caught up in a whirling dance as your ghostly partner spins you wildly about the chamber for 1 minute.
The dance forces affected victims to use a move action to move their full speed each round, but they can select their paths and take standard, swift, immediate, and free actions as normal.
u: 1d20 + 6 ⇒ (14) + 6 = 20
Adishrii: 1d20 + 2 ⇒ (9) + 2 = 11
Druthane: 1d20 + 2 ⇒ (9) + 2 = 11
Sundr: 1d20 + 2 ⇒ (15) + 2 = 17
Jaysin: 1d20 + 8 ⇒ (10) + 8 = 18
Sickly Sam: 1d20 + 3 ⇒ (7) + 3 = 10
Some of the dancers, however, seem more intent on harming you than dancing with you. Two of them hurl themselves into Druthane and Adishrii.
slam on Druthane: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d4 + 3 ⇒ (1) + 3 = 4
DC 14 Will save or be shaken for 1d4 ⇒ 3 rounds
slam on Adishrii: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d4 + 3 ⇒ (1) + 3 = 4
DC 14 Will save or be shaken for 1d4 ⇒ 4 rounds
Initiative:
1. Undead
2. Jaysin, Sundr, Adishrii, Druthane, and Sickly Sam
You guys are up!

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Will: 1d20 + 4 ⇒ (19) + 4 = 23 That's a surprise.
What is this nonsense? Get back! Jaysin elects to fire off his ghost-salted arrows once more! He chooses the one closest to himself first. Depending on where people move there might be cover.
Bow: 1d20 + 13 ⇒ (12) + 13 = 25 for Damage: 1d8 + 12 ⇒ (3) + 12 = 15 and Manyshot: 1d8 + 12 ⇒ (7) + 12 = 19
Bow: 1d20 + 13 ⇒ (18) + 13 = 31 for Damage: 1d8 + 12 ⇒ (1) + 12 = 13
Bow: 1d20 + 8 ⇒ (18) + 8 = 26 for Damage: 1d8 + 12 ⇒ (6) + 12 = 18

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Will: 1d20 + 3 ⇒ (20) + 3 = 23
"Hmm, I don't think I know this one..." Sündr begins to watch the dance steps with care. She stops quite suddenly. "Hey!"
Do they look fleshy (corporeal)? I'm guessing not. But:

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== Surprise Round ==
Will DC17: 1d20 + 8 ⇒ (14) + 8 = 22
Will DC14: 1d20 + 8 ⇒ (9) + 8 = 17
Adishrii resists to the urge to dance and to the dread she felt when one of the apparition hit her.
She draws her wand of cure light wounds and use it againt the haunt.
Hit AC10: 1d20 + 7 ⇒ (12) + 7 = 19
Damages (positive energy): 1d8 + 1 ⇒ (2) + 1 = 3
== Normal Round ==
Know. Religion ?: 1d20 + 8 ⇒ (12) + 8 = 20
Being attacked, she use her sawtoothsaber (non magical) against the creature who just hits her.
Silversheen sawtoothsaber: 1d20 + 8 ⇒ (3) + 8 = 11
Damages: 1d8 + 6 ⇒ (8) + 6 = 14

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Will Save: 1d20 + 2 ⇒ (14) + 2 = 16
Sam begins to spin around the room, holding up his shield in a defensive stance as he is pushed around, aided by the Crane Style that he picked up in training at a monastery in the River Kingdoms.
"Help *cough* me!" he wheezes.
Total Defense+Move Action - AC 27
Provokes from Red. (Marked Em)

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Will haunt: 1d20 + 6 ⇒ (15) + 6 = 21
Will v. Fear: 1d20 + 6 ⇒ (4) + 6 = 10
Druthane's will resists the danse macabre, but the hit chills him to the bone. Nevertheless he brings blade to bear.
Swift action to enter Kirin Style
Religion to ID: 1d20 + 12 ⇒ (8) + 12 = 20
Once in the erudite stance, he puts some of his arcane power in the blade...
Downward slice: 1d20 + 9 - 2 - 2 ⇒ (15) + 9 - 2 - 2 = 20 for DMG: 1d8 + 3 ⇒ (2) + 3 = 5 Adding element based on ID: 2d6 ⇒ (1, 4) = 5
As he swings his blade, he finishes the words of magic to make him harder to hit.
Concentration: 1d20 + 6 + 4 - 2 ⇒ (9) + 6 + 4 - 2 = 17 and instantly he breaks into Mirror Images: 1d4 + 2 ⇒ (1) + 2 = 3

EndlessForms |

Adishrii is not able to prevent the manifestation of the haunt.
Despite his arrows not being fully effect, Jaysin easily takes down one of the undead. Sundr and Druthane then quickly take care of the other before anything gets out of hand. As the undead fall, they coalesce into a glowing orb of green fluid.
Out of combat! Wow, that was fast and easy compared to the first two encounters. I had to triple-check that I wasn't missing anything but I guess they were assuming a couple people would fail against the haunt and not be able to participate so they made the encounter easier.
Mounted over the fireplace is a +2 ghost touch longsword.

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Nice sword. Any of you able to make use of it? Jaysin does carry a sword but it might as well be for ceremonial use at best. And what of this glowing orb of goo? Jaysin then goes to collect his arrows.

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Arcana: 1d20 + 15 ⇒ (1) + 15 = 16 Druthane eyes the goops without giving it proper due.
"That is a very nice sword, and considering the denizens within, I HIGHLY suggest we use it. Who is best with a longsword? I can, but I'm more comfortable with Naishinto."
@Jaysin: I think it's that piercing doesn't beat DR.

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We also had some good rolls this time around!
Knowledge Arcana: 1d20 + 7 ⇒ (16) + 7 = 23
"Neat!" Sündr studies the goop with intense curiosity. "I think I might of heard about this stuff! If processed correctly by an alchemist, it has uses in dealing with ghosts." She procures an acid flask, dumps it out in a corner, and scoops up the muck as best she can. She turns her attention to the longsword.
"And this is a beauty! I am fond of spinning my axe, but maybe this a better tool for this job. Unless you want to trade out that wicked sabre?" The Ulfen smiles at Adishrii and proffers the sword.
I will happily use it unless Adishrii would like to claim it.

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Alright. Well, if we're going... Jaysin waits for Druthane or someone else in the party to lead the way to their next challenge.

EndlessForms |

Out from this room you just reenter the Labyrinth...
You can roll either a Survival check or a Knowledge (dungeoneering) check to navigate. You cannot take 10 or 20 on this check, but you can use the aid another action to assist the one rolling the skill check. Additionally each person who succeeds at a DC 21 Knowledge (planes) or Knowledge (arcana) check provides a +2 bonus on the skill check to navigate the labyrinth.
Also, you might want to review the briefing quickly. Nothing major, just a curiosity.

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Survival Aid as I think Druthane has a better ability: 1d20 + 6 ⇒ (20) + 6 = 26
So, could this orb thing be the Orb of Stars that we seek or is that simply a pipe dream? The sooner we do what we have to, the better.

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"No one *cough* said that it came from ghosts!" Sam says, shying away from the orb. "At least, *cough* we have Venture-Captain Bennary's folding boat." he remarks.
Sam keeps his distance from the front, wary of drawing the first attack again, but he easily keeps up with the group.

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"I'll treat it with honor!" the Ulfen grins, white teeth shining in the dim light. She stows the sword for now. "Say, Ilzinian, you know anything about this orb goop?"
Knowledge (Arcana): 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge (Dungeoneering): 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 lol

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I apologise for the lack of prose.
Druthane tries to master the maze by way of getting into the architect's head Arcana: 1d20 + 15 ⇒ (3) + 15 = 18
-Posted with Wayfinder

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...and yet again misses the forest for the trees. Dungeoneering: 1d20 + 12 ⇒ (9) + 12 = 21
two checks at +15 and neither beat a 21!
-Posted with Wayfinder

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Dungeoneering (aid DD10): 1d20 + 5 ⇒ (17) + 5 = 22
Adishrii tries to help Druthane navigating the maze.
Is somebody able to make a map of this maze ? I would prefer to not be lost again once we return to the top.
And remember, we need to find the Orb of the Stars within one day we can't delay more. Once we get it, we will have two weeks.

EndlessForms |

"I'll treat it with honor!" the Ulfen grins, white teeth shining in the dim light. She stows the sword for now. "Say, Ilzinian, you know anything about this orb goop?"
Ilzinian shakes his head and shrugs.
Luckily with Druthane in the lead and input from everyone else, it again only takes another two hours to find the next room. Really, that's pretty good. If you get 10 or less you are lost for a whole day.
This chamber is furnished to resemble the parlor of an upscale brothel, but it is covered in a thin layer of dust. Shelves holding various trinkets, ships in bottles, and decorative glassware line the walls. A table and three large chairs, all made of fine mahogany, sit in the southern end of the room. Garlands of dried flowers surround a fancy ceramic urn on the table. To the north, a short flight of stone steps extend to a raised area obscured by an emerald-colored lace curtain. Bronze statues of women in sailor’s garb with hollow eye sockets stand at the base of the dais. Each of the statues is covered in a green patina. Sad, brooding music fills the chamber, emanating from a quartet of ghostly musical instruments that float several feet off the floor.
ghostly instruments.

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"Ilzinian how far did you get in this maze anyway?"
Local: 1d20 + 8 ⇒ (3) + 8 = 11 and I can't fail the Arcana check.
"The music is macabre. Be ware though. Those are celedons, serving the goddess Besmara. The hollow eye sockets are a sign that something is severely wrong with these, and they may be nearing a crisis of faith. I once read that celedons explode if they abandon their faith, leaving behind a mindless husk. Not sure if these have come so far though."

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"Normally I'd be tempted to push their faith, but this place has been hard on us, and haunted as all get out. I suggest we play nice here, though by all means we should explore."
Perception: 1d20 + 2 ⇒ (20) + 2 = 22

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Sounds like a good idea, might be the best one you've had yet. Jaysin will watch these celedons closely as those more learned investigate.

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Know Local: 1d20 + 7 ⇒ (8) + 7 = 15
Know Arcana: 1d20 + 7 ⇒ (17) + 7 = 24
"I concur with our pointy-eared friend! The Pirate Queen might be a bit unscrupulous, but she and I share a certain keen interest in adventure."
Sündr takes a short step forward and tries to garner their attention. "Greetings, servants of Besmara! For what purpose has she kept you here?"

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Perform: 1d20 + 1 - 1 ⇒ (8) + 1 - 1 = 8 There's a chance!
Sam listens to the instruments, but his time in the mines and the over-protectiveness of his father leave him a bit unsure of their purpose.
As Druthane explains the sadness of the celedons, Sam feels bad. He approaches the statues and bows to them. "You should *cough* not lose faith. *cough*" he implores them.
"I'm sure that *cough* Besmara has a purpose for you and that you will fulfill it with glory!" he says.

EndlessForms |

"Ilzinian how far did you get in this maze anyway?"
Ilzinian looks about before responding (still in Celestial), "You know... I don't quite remember. It all looks the same after a while, doesn't it?"
Sündr takes a short step forward and tries to garner their attention. "Greetings, servants of Besmara! For what purpose has she kept you here?"
The celedons make no movement or response to Sundr, nor do they respond to Sickly Sam in any way.
1d20 ⇒ 17
Druthane gives a quick look over the room but doesn't spot anything special (except what has already been noted).
Let me know if you want to do anything more or check anything more specifically....

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Jaysin readies himself, his arm in position to retrieve an arrow. Maybe one of you stout types should check behind the curtain.