Here's my rejected submission for scenario 45. I'd love to get some feedback, especially after reading Josh's explanation of his decision to use an established writer for this scenario rather than any of the open call submissions.
A quick note: after I submitted this scenario I noticed a couple things I would have altered, but I left them as is for a better critique. Thanks in advance for any replies.
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FATE’S ARCHITECT
INTRODUCTION
The Labyrinth Orb is a magic item recently recovered by the Pathfinder Society among the ruins outside Absalom. It contains a library of valuable lore which is protected behind three tests, each a highly complicated maze. The first test is a maze of lines etched around the outer surface of the Orb. When traced correctly, a portal opens into the second test, an extra-dimensional labyrinth. At the its center is the last test, a door opened by tracing another maze on its surface. Each maze must be completed within a few minutes. If any are navigated incorrectly, the Orb creates all new mazes, making the tests very difficult to complete.
After many failed attempts to pass these tests, the Pathfinder Society has entrusted the Orb into the care of Nuar, the Minotaur Prince, hoping that a minotaur’s cunning instincts might be the key to unlock its secrets.
Luthar Cray, a tragic villain born of obsession and despair, was just a young cleric when his god, Aroden, died. He immersed himself in the study of prophecy wherein he sought the answer to Aroden’s return, eventually joining the Harbingers of Fate. But as the years passed, prophecies continued to fail, and Luthar became obsessed and desperate. When a plan he devised to burn the Seventh Church on a holy day was exposed, Luthar was arrested. But his expertise on prophecy was still valuable to the Harbingers, and they arranged with the Council for him to be locked away in the Tombs of the Living rather than a prison cell. There he continues his studies, receiving reports and updates on potential prophecies, and directing agents.
When Luthar learns through one of his agents about the Minotaur Prince and the Labyrinth Orb, he recalls an obscure prophecy:
“The Lord of Labyrinths will lead the way for fate to destroy the maze.”
Believing Nuar to be the Lord of Labyrinths, himself to be Fate, and the Orb to be the maze, Luthar orchestrates the Prince’s kidnapping and the theft of the Orb through a conjurer named Adremis. Bringing him to his chamber in the Tombs of the Living, Luthar intends to force Nuar to help him activate the Orb, then somehow destroy it to make the prophecy come true.
SUMMARY
After the Minotaur Prince goes missing, the Pathfinder Society sends the PCs to reclaim the Labyrinth Orb from the Taurean Embassy. There they fight off a summoned fire elemental left by Adremis to destroy any evidence left behind. Afterwards, they find a note from Grandmaster Torch warning Nuar about a spy at the Embassy. The note implies that Torch will, for a price, reveal who it is.
Motivated to protect a business investment he has with Nuar, Torch reveals to the PCs who the spy is and that he works for Luthar Cray, and directs them to a secret entrance to Luthar’s chambers in the Tombs of the Living.
The PCs enter the Tombs through old passages left unstable from the great earthquake that struck a decade ago. A pair of damaged caryatid columns guard the entrance.
A deep fissure spewing sewage cuts across the passageway, requiring climb or acrobatic checks to cross.
In Luthar’s chambers, the PCs encounter Adremis. Disguised as an acolyte of the Tombs, he has been left to guard the portal to the second test of the Labyrinth Orb, recently opened by the Prince.
Entering the portal, the PCs must overcome a magical trap that casts confusion.
Following a bloody trail, the PCs track Luthar to the library at the center of the Labyrinth. With him is the battered and bleeding missing Prince. The PCs must prevent Luthar from shattering the crystal that holds the maze together, and return both Prince and Orb to the Pathfinder Society.
ENCOUNTER 1 – The Embassy
Tier 1-2: small fire elemental
Tier 4-5: medium fire elemental
ENCOUNTER 2 – Meeting with Torch
Tier 1-2: role-play with Torch
Tier 4-5: medium fire elemental
ENCOUNTER 3 – Entering the Tombs
Tier 1-2: caryatid column *3/4HP, missing one arm
Tier 4-5: caryatid columns (x2) *3/4HP, both missing limbs
ENCOUNTER 4 – The Fissure
Tier 1-2: climb/acrobatic check
Tier 4-5: climb/acrobatic check
ENCOUNTER 5 – Luthar’s Chambers
Tier 1-2: Adremis (Conjurer 3)
Tier 4-5: Adremis (Conjurer 6)
ENCOUNTER 6 (Optional) – Trap
Tier 1-2: Confusion trap (DC 16)
Tier 4-5: Confusion trap (DC 18)
ENCOUNTER 7 – Blood trail
Tier 1-2: Tracking/Perception
Tier 4-5: Tracking/Perception
ENCOUNTER 8 – The Lost Library
Tier 1-2: Luthar (Ex-Cleric 3/Bard 2)
Tier 4-5: Luthar (Ex-Cleric 4/Bard 3)