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Maaarv takes another look through these remains, trying to help Mella identify any specific pieces.
INT: 1d20 + 3 ⇒ (8) + 3 = 11
Maaarv picks up what looks like a finger. "Does this look familiar?"

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The tattered remains of several contemporary Absalom fashions are found among the refuse. Returning with these remains should help Mella in her plight.
After everybody is ready, the party prepares to delve deeper into the maze leaving behind the grotesque morlock corpse behind.
The curving, branching halls of this structure are lined with the same stone as the natural caverns outside, and the arched ceiling meets high overhead. Nearly every surface boasts inscribed text—some of it delicate and flowing, but surrounded by a tangle of jagged and hastily etched scribbles. The endless twisting passageways inspire a faint sense of vertigo, as if the floor were swaying underfoot.
To navigate the maze, a Leader needs to be chosen to lead the way. The Leader can either try to track the minotaur (Survival), follow the scent of the Prince & morlocks (Perception), try to figure out the complexities of this maze either by its natural formation (knowledge dungeoneering) or its magical origins (knowledge arcana). For the last two types of checks, the Leader can try to "outthink" the maze. In doing so, he will get a bonus to his check . . . but at a price.
The maze requires each person to be the Leader at least once. Good descriptive text of how you are using your skill may provide a bonus. Using a skill not listed above maybe granted if a plausible reason and description is provided. Aiding the leader skill check is allowed

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… when trying to help Mella identify any specific pieces … Maaarv picks up what looks like a finger.
Eadie raises an eyebrow. “Maaarv, are you giving Mella the finger?”
If we’ve all got to be leader once, I’ll start off if everyone’s OK with that?
Eadie examines what is left of the human corpses Hmm … it’s like they’ve been skinned alive!
She then walks over and kneels down to examine the corpse of the morlock, taking the time to run her hands over its long ears … Elven, I wonder? around its eye sockets and over its clawed hands and feet.
It seems perfectly adapted to life underground, but the time taken to develop these adaptations … you’d need a time machine or something … Izryen’s Hourglass??
Eadie kneads her grimy thumb, index and middle fingers together almost obsessively, before lifting them to her nose. Minotaur blood? Perspiration?
She then stands and addresses the steadfast paladin, before heading towards the doorway.
“I'm a little scared, Mella. You’re gonna tell me, I ain't afraid of no man.”
“But there's something out there … waiting for us … and it ain't no man.”
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

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Mella curses to herself as her companions help her the the gruesome discovery. "My thanks friends. We will put them to rest when we return to the surface, and at least bring closure to their families minds so their hearts may begin to heal."
"We must all face our fate with the courage of Iomedae Eadie. Where your courage leads, I'll gladly follow."

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Jarlgur nods in agreement to Eadie taking the lead. He reaches into his pack and removes a piece of chalk. As the party moves along, he will scrawl arrows on the wall, indicating the direction of travel the are currently headed.

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I'm not sure when I can post next. So, this is for when Maaarv takes his turn as leader.
As the party explores further into the Tangle, Maaarvclosely examines the walls. Recalling that this labyrinth is elven in nature, he searches furiously for any eleven signs.
"Perhaps the builders left...some kind of directions for getting through - a shortcut maybe..."
Maaarv becomes obsessed. Not only does he closely examine the walls, but the ground as well. Down on all fours, Maaarv scrambles ina zigzag pattern as the party moves forward. His hands soon become filthy from his constant sifting through the filth - picking it up and rubbing it through his fingers.
The others begin to grow concerned. Maaarv pays no heed to their protestations - his mind focused on solving this labyrinth.
To nobody in particular, "Though soil composition is of course quite different, this Tangle does bear some similarities to some of the Osirion tombs that I spent time in for my alchemical research. Unless I'm mistake..." his voice trails off as he quickly jumps up and holds his head to the wall. He looks as though he's trying to listen to something within or on the other side of the wall.
"Judging the relative temperature of the walls here. Trying to determine if we are getting warmer."
Knowledge (Dung.): 1d20 + 8 ⇒ (11) + 8 = 19

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No take 10 or 20s while within the Tangle. Let's resolve Eadie's turn first before moving on to the next Leader.
Does that mean the chalk marks need to be done by the leader, i.e. we need to pass the chalk around?

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Desmond follows the group, keeping his eyes pealed for anything that he thinks might be of interest to fearless leader Eadie.
Aid Perception: 1d20 + 7 ⇒ (20) + 7 = 27

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After an hour of travel, the passageway seems to continue ahead as far as you can see. Eadie is able to make out an imprint of a single hoof that stands in the dust gathered along the left wall.
Maaarv now has taken the lead. He tries to use his wits over senses in trying to find his own passage through the twisting corridors.
5 hours since start of mission

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“Mikhaere are you still mapping as we go? Let me know if you want a break from it.”
Eadie is growing pretty concerned at Maaarv’s increasingly erratic behaviour.
When he has been down on all fours for a while, she nudges Mella. “At least there’s no moon down here for him to start barking at …”
Still, if I concentrate on the chamber maybe I can get some clue as to what it’s all about – that central channel is very odd. Let’s have a look at it.
Aid Another Knowledge (Dungeoneering): 1d20 + 1 ⇒ (10) + 1 = 11
*sigh* Aunt Alix always said when a man goes into his man-cave, it’s best to just leave him be. I can almost hear her saying it …
Asking him if he’s OK or trying to talk through the issue with him, will just get you yelled at! He’ll come out when he’s ready … by the way … I’m down here with you, Sweet Heart … We have a chance now to say goodbye properly … seeing as how your SELFISHNESS GOT ME KILLED!!

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Mikhaere seems to have been in something of a quiet daze for the past few hours, but suddenly snaps out of it when the fearless Eadie asks him a question. He caws and shakes his head as if clearing out water droplets that were stuck in his ears.
"I'm fine, I'm fine..."
The tengu holds up his sketchbook to the light of the beetle sacs and frowns at it. As Maaarv crawls around on his hands and knees looking for gods-know-what, Mik occasionally reminds him that there's no way there could be a secret passage in certain places (because that direction would make them head back to the entrance - at least judging by his map) or noting any unusual natural features of the cavern.
Aid Another - Knowledge (Dungeoneering): 1d20 + 1 ⇒ (11) + 1 = 12

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Jarlgur smiles faintly at Eadie, then follows behind Maaarv, leaving his most likely useless chalk scribbles on the wall. Doing great Maaarv.
Aid Int check: 1d20 ⇒ 4

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Mella starts sniffing around suddenly, wrinkling up her nose then making a half gaging sound. She looks at Eadie, "You do smell that right? That can't be anything other than bull..."
Mella's turn to lead!
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

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Over the next hour, Maaarv tries to out-think the maze along with his companions' help. At one point, Maaarv leads the group through a tunnel that makes four hard lefts before coming to an intersection. The remains of a bronze mechanism, recently destroyed, lies on the floor.
Mella now has picked up the trail. She smells a very familiar stink that was prevalent in the anti-chamber outside of the Tangle, but also something different. Something refreshing. Could that be . . . cologne?

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At Mella’s enquiry, Eadie tilts her head to the side and checks to make sure Mikhaere is down-winged of her.
She then takes a long, deep, unlady-like snort of air through her nose – sounding not unlike a hibernating she-bear.
“You’re right, Mella. I can smell it too. Fresh, fragrant and kinda masculine. It doesn't seem to be coming from one of us."
"Maybe it’s originating from some ineffable entity haunting the Tangle, regulating the activities taking place inside it ... On the other hand, it could just be the Minotaur."
Aid Another Perception: 1d20 + 6 ⇒ (4) + 6 = 10
At the remains of the bronze mechanism, Eadie makes a careful check for any ambush or traps. After the battle with the morlock, she will scan the roof and sidewalls as well.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Can I tell anything about this machine?
Knowledge (Dungeoneering): 1d20 + 1 ⇒ (20) + 1 = 21

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Jarlgur senses the others sensing, Jarl puts his nose to the air, inhaling deeply, while asking his patron for guidance...continually.
Aid Perception: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
When it comes to his turn to lead, Jarlgur tries to follow the trail Mella was on.
Perception: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

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Rackle also adds his olfactory talents to the search, and pulls a small feather out of his arm, letting it drop to see if he can determine if there's a draft and which direction it might be coming from.
Perception to aid 1d20 + 10 ⇒ (1) + 10 = 11

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Eadie has been giving the matter of the bronze mechanism some more thought. However, she is by no means confident of her theory.
“Maaarv, Mikhaere, could this be what’s left of Izryen’s Hourglass? Is there any sand about that may have fallen out of it? Should we take the whole item with us?”
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
When it comes to Jarlgur’s turn to lead, Eadie licks her index finger and holds it up in the airflow, before inhaling deeply.
Aid Another Perception: 1d20 + 6 ⇒ (2) + 6 = 8

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After Maaarv gets up off the ground, he notices members of the party sniffing the air. Okay, I'm game. He lends his nose to the proceedings, attempting to ascertain the odor.
Aid Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Also, as he comes upon the broken bronze contraption, he examines it closely.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

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Besides the fact that this is the only piece of clockwork already found in the Tangle or for any of the underground dungeons of Absalom, there is nothing else remarkable about the remains.
With Maaarv & Mikhaere's last minute re-direction, Mella is able to guide the party through this leg of the Tangle without any events. Mella finds a fork in the road. The walls angle inward more at this crossroads, but the ceiling soars to impossible heights above. A spatter of fresh blood marks the left wall.
Jarlgur now takes the lead in attempt to discover any more marks of blood on the walls.
7 hours

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With blood now in the mix, Mikhaere picks up the trail almost instinctively, following the distant scent of carrion splattered across the walls as easily as he would a chalk line directing them where to go. He seems to rely on the cloying scent more than the actual signs of it, in fact, wordlessly directing the group as needed.
Perception (Aid): 1d20 + 12 ⇒ (16) + 12 = 28
Perception (Lead): 1d20 + 12 ⇒ (18) + 12 = 30
If you think it applies, Mik has carrion sense, giving him scent with respect to badly injured or dead creatures.

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GM Neb, I’m finding there’s only so many ways I can role-play smelling the air – so I thought I’d try something a bit different to help Rackle, when it’s his turn as leader. I’m hoping this might work, independently of the skill Rackle chooses to help navigate the Tangle. If it’s too funky – no worries.
Eadie wakes up suddenly after a rough shove from one of Kraang’s rubbery, grey limbs.
She is seated at Venture-Captain Drandle Dreng’s early morning briefing table in his office at Skyreach.
The Qlippoth-spawn’s wet gurgl/augh seems like adequate admonishment to Eadie’s ears, but VC Dreng adds, “Eadie, do try to stay awake, dear. The Ten have made a substantial investment in your training. It would be a shame if you were to wash out at such an early stage in your Pathfinder career.”
Dreng returns to his mission briefing about the Tangle giving Eadie time to catch her breath and look around her.
How embarrassing. Oh, and what a strange dream! I hope the others aren’t too annoyed. Jarlgur and Mella look like they’re comparing cool kids’ club badges ;) Mik and Rackle are taking it all in – but I’m sure they’re secretly laughing at me from behind their wings, in their good-natured way – Abadar bless ‘em!
And then of course, there’s Kraang … yeah … Kraang ..? WHO IN THE NINE HELLS IS KRAANG..? and where’s ..?
Eadie releases a sharp *cry* as she springs to her feet, which causes the chair she had been sitting in to overturn with a *crash*. Venture-Captain Dreng’s head snaps back in her direction. He glares through bushy eyebrows at the young warrior, who has now interrupted his briefing for a second time!
“OK, Eadie. I think I’m going to excuse you from this one. Rackle, do you want to escort her back to the barracks?”
In a not unkindly tone, he says “I think you might still be getting over the death of that agent in Sedeq, dear. What was his name again? Maark? Meerv? *Snaps fingers* No, I’ve got it … it was Maaarv.”
Eadie sinks to her knees and screams, “NOOOOOOOOO!” As Rackle takes one of her arms, she looks at him despairingly, willing this situation to be the hallucination, in order to better aid him with his leadership task.
Will – Aid Another: 1d20 + 3 ⇒ (3) + 3 = 6
Hardcopy Character Folio Re-roll
Will – Aid Another: 1d20 + 3 ⇒ (11) + 3 = 14

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Not sure if he is following the right trail, Jarlgur gets down on his hands and knees and peers at the dust, before putting a dab on his finger and tasting it. He then takes a pinch of the dust and disperses it in the air, looking for air currents. Finally he walks back and forth in the tunnel, looking this way and that way, tilting his head at odd angles, looking for traces of tracks.

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Jarlgur's in depth perception allows him to find the obvious route. The leftward-curving passage dead-ends, but turning around to backtrack reveals a brand new passage that slopes gently upward.
With no need of anybody's help, Mikhaere takes the lead and comes across a very disturbing marker. A skeleton lies against the wall ahead, a message crudely sketched in charcoal next to it:
“Left is back but back is clockwise and right is too hot. I’m sorry, Garanel.”
9 hours. If I'm correct, only Rackle has to go. Good job everybody, 5/5 so far. Role-playing bonuses has helped out. Eadie, save your re-roll.

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Rackle pats Jarglur on the back. "I feel good about our chances so far." he says, before cocking his head to listen. He caws. A sharp sound that echoes off the walls, and listens again. "Our cousins, the Crows, are terribly clever creatures." he says in a whisper. "They can do amazing things with their voices, as can we Tengu." He makes a sound remarkably like a bull grunting as he continues to navigate by sound, and listening for sounds of activity ahead.
Perception 1d20 + 10 ⇒ (16) + 10 = 26

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Mikhaere investigates the skeleton curiously, drawing a rather crude interpretation of it and its dying message in his notebook. (The claws make it hard to use a pencil effectively.)
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
He'll also cautiously move towards the right, trying to determine if the temperature really does get hotter.
In any case, when Rackle moves on, Mikhaere will follow close behind him, coaxing Tiddalik out of his backpack and holding him in his arms. The little frog ribbits advice from time to time, and the druid nods emphatically, muttering under his breath: "Ah, yes, I did notice that..." "Certainly..." "No, I really do think that..."
It's not clear just how helpful Mik and Tiddalik are being, or even how the strange frog knows anything about this maze at all, but hey, very occasionally they are able to point out some minute detail of the maze the other tengu missed in his focus on the echoing sound.
Perception (Aid): 1d20 + 12 ⇒ (18) + 12 = 30

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As Rackle begins to leads the party through the Tangle, a low, rhythmic hum buzzes through the stones of the floor, causing a jaw-rattling vibration. After an hour of twists and turns, finding passages that go up-ways and down-ways and long-ways and that-ways, the vibrations cease as a giant, bronze door appears in the passageway ahead.

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The vibrations emanating from the floor travel up through Eadie’s body, making her teeth rattle.
As stealthily as she can, she puts earplugs into her ears for some relief – but still finds the background hum unsettling.
Stealth: 1d20 - 3 ⇒ (1) - 3 = -2
If Maaarv or Jarlgur are recounting any of the results of their alchemical/quasi-religious research/experience in the Tangle she will feign interest, drawing comfort from their fellowship.
“Oh, totally agree, Maaarv … litmus paper is such an underappreciated substance. Every household should have some.”
“You don’t say, Jarlgur? The gathering of your tribe is only a few weeks away and in your own backyard? I’m sure you’ll be ready for it. Your experience in the Tangle will help, no doubt …"
When the noise dies down and the bronze door appears, Eadie feels somewhat relieved. She removes her earplugs and with greatsword drawn, approaches the bronze door, looking for traps.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

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Mella has never been happier to see a pair of doors in her life! After hours of wandering, tracking, back-tracking, climbing, crawling..."Great job everyone! Stay sharp, hopefully the Minotaur Prince isn't far now!"
Watching Eadie, sword and shield at the ready, "If you feel it's safe, let us continue."

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Mikhaere's beak rattles loudly as the mysterious hum rumbles through his body, and he follows after Rackle with a rather displeased and almost pained expression. The thin and frail bones of the tengu are not well suited to such deep rumblings, and he squeezes Tiddalik close for support.
When the vibrations finally cease, Mik allows his tree frog to scramble out of his feathered grasp and hide in his backpack once more. He then joins Eadie at the door, waiting for her to confirm a lack of traps before putting his head up against the bronze door frame and listening for what might be beyond.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18

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The comforting embrace of the bronze door ahead slips further away. The world spins as colors and sounds blend together into a sickening maelstrom. The chaos passes just as quickly, but the passage is suddenly gone and instead there is now only a scrap of rock, surrounded by inky blackness dotted with distant points of light. Fractured sounds, like whispered curses, float across the darkness.
Yajī'u ash-shudhdhādh, yajī'u ash-shudhdhādh, yajī'u ash-shudhdhādh
The ground lights up with glowing yellow runes carved into the rock's surface. In the center is an undulating mass of blood and bile with a circular maw containing a spiral of teeth. The whispers grow louder, penetrating deeper into your mind. As the whispers become screams, the Essence attacks!
Maaarv: 1d20 + 2 ⇒ (3) + 2 = 5
Rackle: 1d20 + 6 ⇒ (1) + 6 = 7
Jarlgur: 1d20 + 4 ⇒ (8) + 4 = 12
Mella: 1d20 ⇒ 19
Mikhaere: 1d20 + 8 ⇒ (4) + 8 = 12
Eadie: 1d20 + 2 ⇒ (19) + 2 = 21
EVW: 1d20 + 1 ⇒ (7) + 1 = 8
Round
Eadie, Jarlgur, Mella & Mikhaere are up! Fight!
Terrain: You are on an island floating in space. The grey squares is where a chain is connected to the adjacent grey square on a mini-island. If you wish for any reason to cross to a smaller island, you can perform an acrobatics to walk across the chain or jump. Any other questions, just ask.

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Mikhaere caws pathetically and stumbles back and forth as he gradually perceives reality once more, although the maelstrom of madness seemed to make about as much sense as the void of space they finally found themselves in, anyway. He shivers as the nonsensical whispers creep into his body, trying to orient himself within the empty abyss of space and identify the gibbering mass of god knows what in the centre of the floating island.
"W-w-w-what is going on?!" he stammers, hurriedly shoving his notebook in his backpack and taking a defensive stance. He draws slightly closer to Mella, feeling that, if anyone, the paladin might have a chance of knowing what in the nine hells was going on.
Mik uses total defense, sending his AC to 20/16/14. He also puts away his writing materials and 5-foot steps.

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Mella shakes her head after looking around. She closes her eyes again for a second, putting her right hand up over her eyes shaking her head again. "The humming was chanting? I don't understand." Her attention is drawn the the mass in the center of floating island. "Send us back! Send us back right now!"
Mella moves up and readies an action to attack the thing if it makes a hostile move.
Readied Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Readied Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Confirm Readied Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Confirm Readied Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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What IS that thing?
Knowledge (Dungeoneering): 1d20 + 1 ⇒ (1) + 1 = 2
Eadie is at least relieved she has a focus for her skill-set. She moves K12-J12-to-I11 and tries to bring some order to this spawn of the Tangle? – in the only way she knows how.
Greatsword: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11
Will to disbelieve any illusions: 1d20 + 3 ⇒ (4) + 3 = 7

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Eadie takes a mighty swing at the creature, cutting deep into its fleshy casing. Sanguineous discharge splatters all over Eadie, leaving her a crimson maiden. The Void Whisperer cries out into each persons mind's eye, creating a sharp pain deep in the skull.
The Void Whisperer attempts to return the attack when Mella intervenes. She deals a death blow, chopping the malignant form in two. A vile hiss releases from the toothy maw
Suddenly the rock landing falls. It falls through space and time. Streams of colors flash rapidly: reds, yellows, blues & greens. Soon the flashes flicker so fast that everybody is bathed in pure white light. A light so divine that only the gods themselves should be allowed to see it. Then darkness falls.

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... Streams of colors flash rapidly: reds, yellows, blues & greens. Soon the flashes flicker so fast ... creating a sharp pain deep in the skull.
Not unlike a regular Starday night at the Winking Cyclops tavern after a few drinks.
**Ghostbusters** “Ughhh! Mella, it slimed me.”
First things first …
If she still has her Wayfinder, Eadie will activate the Light function and take a look around.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
If there are no immediate threats and the environment/gravity permits, she will take the time to try and scrape the worst of the slime off her face, weapons and armor with her waterskin.
Guess I’m buying a new one of those. Yuk! Thank Abadar my chainmail hood has kept most of it out of my hair.

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Maaarv rubs his temples at the dull ache in his skull. After the bright light and the descending darkness, he starts to worry.
"Eadie, Mella... what was that thing that you chopped up? Where are we?"
By the light that Eadie's wayfinder projects, Maaarv does his best to find markings on any walls that are around to try to get a bearing as to where the party is.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge (Dung.): 1d20 + 8 ⇒ (11) + 8 = 19

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"Trickery! This place is vile and corrupt! The sooner we find Spiritskin, the sooner we'll be free of this trickery."
Mella investigates Eadie's armor to see if the goo is truly there are part of a group hallucination.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Will: 1d20 + 3 ⇒ (13) + 3 = 16

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The light from the wayfinder starts off at first like a candle, having a hard time to fight off the darkness. After a few pulsating moments, the light's radius grows and grows. A minute passes before the light is able to push back the black. They party is now past the open bronze double doors set in the west all of the chamber, clean of any biological muck.
This chamber is lined with symbols like those near the entryway. There are obvious signs of a recent struggle, including blood and the corpse of a morlock. Drag marks slide through a pool of blood formed around the head of the morlock, indicating a large creature was pulled through the sealed door on the east side of the room. The door in the east wall is intricately formed from bronze. Four interconnected, circular windows reveal a confusing series of cogs and sprockets within. Levers, dials, and knobs protrude from the frames surrounding the window, but nothing appears to be an obvious latch.

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Jarlgur shakes his head, trying to rid himself of the disconcerting disoriented feeling he was experiencing. Right before we floated up, I was going to suggest the Tangle itself appears to be some sort of arcane timeclock...now, I don't know.
Jarl walks over and examines the gruesome head before storing it in his pack. While Rackle examines the door, the Ulfen examines the runes and ponders what just happend.
KN: arcana (What happend pondering): 1d20 + 4 ⇒ (8) + 4 = 12
KN: arcana (Rune pondering): 1d20 + 4 ⇒ (5) + 4 = 9

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"Well, well, comrades. This is a puzzle door, and a trap. If anyone fancies trying to out-think it, they better be mighty confident. I'll have a go at disabling it. If anyone has any magic that'll help me, I'd appreciate it. I don't fancy it'll be easy." he says, taking out his Thieves Tools. "I recommend you stand back." He breathes a deep breath and closes his eyes for a moment before setting to work.
Assuming I get Guidance from Jarglur. 1d20 + 13 ⇒ (7) + 13 = 20

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Mikhaere flops down on the ground as Jarlgur and Rackle set about investigating the door, cradling his head in his hands as he attempts to regain his bearings after... whatever the bloody hell just happened. Almost as an afterthought, he draws out the sketchbook and takes a couple of notes of the cryptic, rune-covered door, as well as the strange star-plane they had apparently just been whooshed off to. Or whatever. The thinking and figuring out would be for the VCs. He was just the field agent.
At Rackle's announcement that he is going to try and disarm the door, Mikhaere stands, taps him on the shoulder, and mutters two simple words: "Good luck." He then retreats to the far side of the room.
Casting guidance on Rackle and moving the hell outta the way.