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The glowing orb tinks beneath the tip of Kamda's axe, though no explanation is revealed.
Through the open door, Taerel sees a hewn passage with a moderately high arched ceiling (15 feet up or so). It goes on into darkness, a darkness which cannot be magic missiled.

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Fingalad joins Taerel to look down the hallway. "How far does it go?"
He sheathes his sword and casts Light on an arrow. He nocks the arrow, pulling the drawstring of his Longbow all the way back. Then he releases it, sending it sailing down the hallway.
"What will we see?"
I imagine that should go a few hundred feet?
-Posted with Wayfinder

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The arrow continues on unhindered, though you do see the occasional side path as it flies.
-Posted with Wayfinder

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Fingalad looks to his companions. "The passage goes on. The light revealed nothing else but side passages."
-Posted with Wayfinder

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As if in answer to Ranor's question, Ranor's shield begins to glow. Fingalad smiles at him. Will that suffice?

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Kamda shrugs at the conversation about light and motions Dunkel forward.
Me an' Dunkel'll take forward, we don't need no lights. Ye bunch just stick behind us an' we'll use ahr dwarven eyes an' watch fer traps an' all that.
He hefts his axe into his shoulder and lifts his shield.
An maybe Gerta'll get ta see some action, too. Been gettin' bored...

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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.
From here on in, it is up to your wits to outthink the maze.
There is no map for the maze. Rather, it falls to your characters and e-dice to bring you safely through.
Each “round”, you will select a Leader to make a skill check. The rest of the group may attempt to aid if they are able. (Friendly reminder: The leader may take 10 on a check, but may not take 20. The remainder of the group may not take 10 or take 20 to aid.)
Your skill choices are:
- Follow the Minotaur’s trail (Survival)
- Follow the smell of the Minotaur’s princely perfumes (Perception, +5 with scent)
- Solve the maze on your own (Knowledge dungeoneering*)
- Understand the maze (Knowledge arcana*)
* The maze is itself a fluid thing full of non-euclidean geometry and logical errors. You may, when making either a Knowledge (dungeoneering) or (arcana) roll, willingly suffer 1d4 Wisdom damage in exchange for a +5 bonus to your roll. The choice is yours.
SO! Each round, each of you will make two rolls: one skill check whether aiding or being party Leader, and one Constitution check to fight the growing fatigue and stay on your feet. Ready? GO!

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looks like most of us have a +5 or higher for Perception. I say we have Taerel (+8) take 10 each round and we all try to aid.
Resting probably would have been a good idea. We might need to rest in the middle somewhere.
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Also, I'm fine with the GM handling all the rolling once we make a decision. He could just roll all the rounds at once right up until some of us start getting fatigued beyond the help of Dunkel's wand and/or his willingness to burn through charges.
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Well, that's lucky. I'm one of the only Paladins who could be of use in this maze.
Zephyr knows Fingalad is probably better at this time than he is, what with his elven senses and bard training. Nevertheless, he attempts to sniff out any traces of the minotaur and points out places the elf may not be looking for a trail.
Perception Aid: 1d20 + 5 ⇒ (14) + 5 = 19
Also, I didn't catch whether the GM was doing this rolls or not. Or is that yet to be decided?

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Taerel is actually our leading man. Looks like 3/6 are okay with GM handling rolls going forward? I'll go ahead and roll mine for this first round like the others.
Fingalad sniffs at the air, trying to help Taerel follow the scent.
Perception, aid Taerel, DC10: 1d20 + 5 ⇒ (8) + 5 = 13
This is when my ranger's mundane guard dog would come in handy; +5 w/Scent!
-Posted with Wayfinder

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Taerel isn't sure how much he likes being a sniffer hound, but the odor of the Minotaur is specific, and he enjoys the aid given by the others.
Plan sounds good to me!

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Since we have mass agreement there, here are the rolls.
"Round" one in the maze
Perception Aids
Dunkel: 15 = 15 +2
Fingalad: 13 = 13 +2
Kamda: 1d20 + 5 ⇒ (6) + 5 = 11 +2
Ranor: 1d20 + 1 ⇒ (7) + 1 = 8
Zephyr: 19 = 19 +2
Primary
Taerel: 1d20 + 8 ⇒ (18) + 8 = 26 +8 Success!
Con checks
Dunkel: 1d20 + 4 ⇒ (16) + 4 = 20
Fingalad: 1d20 - 1 ⇒ (3) - 1 = 2 Fail Non-lethal: 1d6 ⇒ 4 and fatigued
Kamda: 1d20 + 3 ⇒ (8) + 3 = 11 Fail Non-lethal: 1d6 ⇒ 2 and fatigued
Ranor: 1d20 + 2 ⇒ (6) + 2 = 8 Fail Non-lethal: 1d6 ⇒ 5 and fatigued
Taerel: 1d20 ⇒ 9 Fail Non-lethal: 1d6 ⇒ 4 and fatigued
Zephyr: 1d20 + 2 ⇒ (16) + 2 = 18
The passageway seems to continue ahead as far as you can see. The imprint of a single hoof stands in the dust gathered along the left wall.
Heal the non-lethal/fatigued and continue on?

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Dunkel's call. It's his wand.
-Posted with Wayfinder

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Dunkel grunts his consent to continue using the Diggerson Clan wand.
"Clan Diggerson does well n' our digs, ah can git another wand anytime!"
Sure, happy to help a table after borrowing on prior PCs. We can apply these in order to the damage listed above.
Cure: 1d8 + 1 ⇒ (7) + 1 = 8
Cure: 1d8 + 1 ⇒ (4) + 1 = 5
Cure: 1d8 + 1 ⇒ (7) + 1 = 8
Cure: 1d8 + 1 ⇒ (2) + 1 = 3
Looks like one more needed for that 4 on Taerel.
Cure: 1d8 + 1 ⇒ (5) + 1 = 6
I believe this brings the wand to 41/50.

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Very well. Onward! To waffles!
“Round” two in the maze
Perception Aids
Dunkel: 1d20 + 6 ⇒ (10) + 6 = 16 +2
Fingalad: 1d20 + 5 ⇒ (6) + 5 = 11 +2
Kamda: 1d20 + 5 ⇒ (8) + 5 = 13 +2
Ranor: 1d20 + 1 ⇒ (10) + 1 = 11 +2
Zephyr: 1d20 + 5 ⇒ (5) + 5 = 10 +2
Primary
Taerel: 1d20 + 8 ⇒ (8) + 8 = 16 +10 Success!
Con checks (DC 16)
Dunkel: 1d20 + 4 ⇒ (15) + 4 = 19
Fingalad: 1d20 - 1 ⇒ (4) - 1 = 3 Fail Non-lethal: 1d6 ⇒ 3 and fatigued
Kamda: 1d20 + 3 ⇒ (11) + 3 = 14 Fail Non-lethal: 1d6 ⇒ 6 and fatigued
Ranor: 1d20 + 2 ⇒ (5) + 2 = 7 Fail Non-lethal: 1d6 ⇒ 1 and fatigued
Taerel: 1d20 ⇒ 9 Fail Non-lethal: 1d6 ⇒ 3 and fatigued
Zephyr: 1d20 + 2 ⇒ (11) + 2 = 13 Fail Non-lethal: 1d6 ⇒ 5 and fatigued
The tunnel makes four hard lefts, completely messing with Dunkel's sanity, before coming to an intersection. The remains of a bronze mechanism, recently destroyed, lies on the floor.
Poor wand is getting the workout of its life here.

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Dunkel sighs a little as his group once again gets winded, this time including Kamda.
"Ach! Even ye, Kamda..."
Dunkel looks about the group, clearly exhausted and only propelled on by the restorative magic of his wand.
"Maybe we're gettin' close. Ah mean that's what the wands fer right? We didn't get assigned an 'ealer..."
Cure: 1d8 + 1 ⇒ (7) + 1 = 8
Cure: 1d8 + 1 ⇒ (3) + 1 = 4
Cure: 1d8 + 1 ⇒ (7) + 1 = 8
Cure: 1d8 + 1 ⇒ (1) + 1 = 2
Cure: 1d8 + 1 ⇒ (2) + 1 = 3
Cure: 1d8 + 1 ⇒ (7) + 1 = 8
6 more charges should get everyone. Wand to 35/50.
Dunkel gestures at the bronze mechanism.
"What d'ye make o' that?"
Dunkel will also agree that after this stretch, perhaps resting in the maze is in order.

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Checking the remains of the mechanism, it looks like a trap which met with more resistance than the builder intended.
After that stretch or after the next one?
Perception Aids
Dunkel: 1d20 + 6 ⇒ (4) + 6 = 10
Fingalad: 1d20 + 5 ⇒ (15) + 5 = 20
Kamda: 1d20 + 5 ⇒ (20) + 5 = 25
Ranor: 1d20 + 1 ⇒ (19) + 1 = 20
Zephyr: 1d20 + 5 ⇒ (9) + 5 = 14
Primary
Taerel: 1d20 + 8 ⇒ (14) + 8 = 22
Con checks
Dunkel: 1d20 + 4 ⇒ (12) + 4 = 16 Fail Non-lethal: 1d6 ⇒ 5
Fingalad: 1d20 - 1 ⇒ (9) - 1 = 8 Fail Non-lethal: 1d6 ⇒ 2
Kamda: 1d20 + 3 ⇒ (5) + 3 = 8 Fail Non-lethal: 1d6 ⇒ 2
Ranor: 1d20 + 2 ⇒ (19) + 2 = 21
Taerel: 1d20 ⇒ 2 Fail Non-lethal: 1d6 ⇒ 2
Zephyr: 1d20 + 2 ⇒ (3) + 2 = 5 Fail Non-lethal: 1d6 ⇒ 5

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I imagine we rest now as the Con check DC is getting pretty high. It's also Dunkel's first time he's been fatigued, so he's likely amiable to the idea in-character at last.
Dunkel leans over, his face flush, holding up a hand to ask for a moment, or perhaps longer.
"Geez. These tunnels... they go on n' on..."

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Waffles, eh? I like the sound of that.
Zephyr sighs heavily, though his fatigue has been removed. "As much as I'd like to press on, we should rest. We don't want to burn out that wand too quickly. Sorry about that, by the way, Dunkel."

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"Rest is prudent for us, I think."
Fingalad lays out his bedroll and sword side by side on the ground, then sits down on the bedroll. As the group makes camp in the tunnel he recites a poem about a Pathfinder who was lost in a maze, but found a platinum orb in the center that lead him out of the maze.
totally made that story up...
-Posted with Wayfinder

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"I fear we simply need to rest. We can keep thinking we are almost there, but eventually the lack of rest will cause us to make mistakes, walk in circles, and so on. Let's rest, eat, and get our bearings. My hope is that our friend is alive and well, and simply lost too. Someone tore apart that trap."

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Kamda peers down the passageway they'd been walking down before exclaiming and leaning against a wall.
Yer all right. I was about ta suggest it meself. There's just... Too much durned tunnel!
He slides his shield off of his arm and sheathes it and his axe on his back before plopping down onto the floor and rummaging on his belt for his waterskin. After a long pull, he leans back and his head thunks against the wall.
At least tha wall be soft. Good rock.

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Ranor pants as they stop. Though he tries not to show it. We should press forward to save the minotaur. It is our duty.
Not truly trying to press everyone onward. Ranor is just stubborn and truly wants to save the minotaur. He will do everything he can including give his own life if necessary.

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"We all want to save the Prince. But we would need to save ourselves to do that."

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Dunkel rubs his eyes.
He looks to Fingalad, then Taerel and for the first time realizes that both elves hair are essentially the same shade of white and their cloaks and tunics seem t match.
He then turns his attention to Ranor and Zephyr, the two human paladins and notes that they are both sporting the latest Absalom fashion in wearing their bangs swept to the side. Both seem to even be facing him at the same angle, leaning forward in their exhausted state within their shiny armor.
Ha! At least I don't have a "twin" in this party!"
Dunkel begins to cross his arms, but spots Kamda leaning on his axe.
Ach...
"Ah admire yer courage, Zephie, if ah may call ye Zephie... but we jess don't know if we'll be down here fer another hour or another three days!"
Dunkel finally sets himself upon a rock in the otherwise safe cavern.
"We should at least rest long enough t' catch our breath!"
Which alas, I believe is 8 hours in game rules, so we're all pretty exhausted.

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Uh...I was agreeing with you. I was making my argument to Ranor.

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Kamda looks up at the Paladins when Dunkel gets them mixed up, and grins a little sheepishly.
Not ta be that dwarf... but ye two do look almost like brudders....
He gazes at the elves for a second and speaks again
Come about it, ye two look jest alike as well... at me an' Dunkel ain't fer lookin' tha sa--
He looks over at Dunkel, and pauses.
Well damn me trouser beard... I be thinkin we all lookin' like each 'udder. We ain't exactly representin' diversity day in tha Society, that's for sure.

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Fingalad allows the others to divide up the watch however they please, taking whichever watch is left over.

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Does anything happen in the night? We ready to get back to moving through the maze?
-Posted with Wayfinder

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Bah, I'll take that middle watch, so as ye more tired ones can get some good rest. I be used ta this kind a forced marchin'.
Also so the casters can get unbroken rest. I don't remember if Paladins need unbroken rest or not but I know Dunkel does.
He undoes his armor, and sits his shield and axe next to his bedroll, before laying out and humming a dwarven drinking tune before falling asleep, and snoring loudly.

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Your time of rest goes by uneventfully, though you swear by all of your gods that the tunnels looked different before you rested. But, sure enough the chalk line you've been drawing still goes into the darkness in one direction and terminates at your present location. Rested and equipped, you continue on.
Perception Aids
Dunkel: 1d20 + 6 ⇒ (13) + 6 = 19 +2
Fingalad: 1d20 + 5 ⇒ (4) + 5 = 9
Kamda: 1d20 + 5 ⇒ (14) + 5 = 19 +2
Ranor: 1d20 + 1 ⇒ (17) + 1 = 18 +2
Zephyr: 1d20 + 5 ⇒ (13) + 5 = 18 +2
Primary
Taerel: 1d20 + 8 ⇒ (6) + 8 = 14+8 = 22
You get to a point where the path intercects with itself and see a familiar chalk line crossing your path. It seems the maze has outsmarted you this time.
Perception Aids
Dunkel: 1d20 + 6 ⇒ (12) + 6 = 18
Fingalad: 1d20 + 5 ⇒ (16) + 5 = 21
Kamda: 1d20 + 5 ⇒ (16) + 5 = 21
Ranor: 1d20 + 1 ⇒ (19) + 1 = 20
Zephyr: 1d20 + 5 ⇒ (20) + 5 = 25
Primary
Taerel: 1d20 + 8 ⇒ (18) + 8 = 26 +10 = Success
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.
Perception Aids
Dunkel: 1d20 + 6 ⇒ (11) + 6 = 17
Fingalad: 1d20 + 5 ⇒ (15) + 5 = 20
Kamda: 1d20 + 5 ⇒ (10) + 5 = 15
Ranor: 1d20 + 1 ⇒ (11) + 1 = 12
Zephyr: 1d20 + 5 ⇒ (8) + 5 = 13
Primary
Taerel: 1d20 + 8 ⇒ (6) + 8 = 14 +10 = Failure
You come across another patch of blood on the left wall. Wait... there's that chalk line again! You've gone around in circles again!
Do you continue with this tactic or change up your plans?

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I doubt we'll have better luck with other tactics. *shrug*
-Posted with Wayfinder

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However, I understood Taerel was supposed to be Taking 10 this whole time.
-Posted with Wayfinder

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Dunkel grumbles a little, then a lot as he spots familiar sights on their journey.
"Ah'm tellin' ye, digging straight through t' th' center would've been quicka'!"
He continues to grumble about how Society venture captains never entertain dwarven ideas, and just want to send recovery teams instead of diggin' teams places.
I'm not sure what else we can do to navigate the maze better short of divination, which we are lacking as a level 1-2 party.

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Are their still many branches we haven't explored? I assume the chalk markings will eventually tell us whether the halls are moving on us or not.

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I did not see if Taerel were indeed doing that, only speculation that he could. Perhaps I missed it in the pre-vacation shuffle?
Taerel recalls the previous portions of the maze. Already it seems that the space is physically impossible, turning back in places where it ought to run into itself again and running into itself when it logically should not. There was even one portion where he was sure to have walked in a straight line with no curvature to the wall only to arrive back at the chalk line. Truly this is a disorienting place! There are intersections were there was once only solid wall and solid wall where there were once junctions! It is truly maddening!
I think the worst part of this is the scenario makes you do so many successes, where a failure is nothing but time lost. A BAD failure, however, gets something else, and you are permitted to pass after so many BAD failures. So pretty much is one were to keep rolling in that sweet spot just below the DC (as has been the case so far when the dice don't succeed), you could be in the maze a very very long time.
That said, Taerel, would you like to take 10? Honestly, the DC is 25, so you'd need three out of five aids to succeed each time. Alternatively, you would need four out of five to fail to get the bad stuff. (I hate meta-gaming-ness, but in this case I will make an exception.)

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Ah, ok - I was under the impression we could come up with a solution, but it sounds like there are specific game mechanics that are at work here. Given that, I am not really liking our odds here. If Tarael takes 10, then We start at 18. Given the description of 4 of 5 successful aids, it seems we need many DC 25 checks in a row.
Now, looking over everyone's perception, 4 of the 5 have +5 or better. And I believe they just need a 10 to aid, correct? Ranor is a weak link at +1, but that still gives him better than 50/50, and we only need him to succeed if one of the others fail rolling under 5. I am too tired to do the math, but I am guessing that this is going to be a lot of dice rolling. Still, I think it makes more sense than me rolling as well. I might roll a few successes on my own, but I am likely to roll a number of times so low that even 5 aids won't swing it.
Given this mechanic, I suggest we always rest when exhausted rather than try to push ourselves, because any negatives are just not going to be good.
Alternatively, we let Ranor work alone and just deal with all the "bad" stuff.
If we had anyway to maximize perception, but I don't see anything.
My suggestion is that we move to the take 10 approach, and the first time we fail, we let Ranor try alone. Let's see how bad this bad stuff is. And then we can decide to rinse and repeat, or just deal with the bad. Thoughts?

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I said:
looks like most of us have a +5 or higher for Perception. I say we have Taerel (+8) take 10 each round and we all try to aid.
And everyone else said that plan sounded good. Anyway, I still think that is our best bet. It's pretty hard for us to get less than 3 or 4 aids.
-Posted with Wayfinder

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I think the taking ten is the best route. It sounds more reliable and much less dangerous.
Kamda continues trudging along, staying close to Taerel in case something nasty pops out.

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Alright then.
Perception Aids
Dunkel: 15 = 15 +2
Fingalad: 13 = 13 +2
Kamda: 1d20 + 5 ⇒ (11) + 5 = 16 +2
Ranor: 1d20 + 1 ⇒ (11) + 1 = 12 +2
Zephyr: 19 = 19 +2
Primary
Taerel: 10 + 8 + 10 = 28 = 4th success
The constant, curving sides of this passage close in with every step. What was once a concealed door is broken and left ajar with a tuft of white hair caught in the latch.
Perception Aids
Dunkel: 15 = 15 +2
Fingalad: 13 = 13 +2
Kamda: 1d20 + 5 ⇒ (19) + 5 = 24 +2
Ranor: 1d20 + 1 ⇒ (3) + 1 = 4
Zephyr: 19 = 19 +2
Primary
Taerel: 10 + 8 + 8 = 26 = 5th success
Six passageways flow together like a river in this chamber and seem to sublty shift and move. A large, bloody handprint is the only landmark that remains constant.
Perception Aids
Dunkel: 15 = 15 +2
Fingalad: 13 = 13 +2
Kamda: 1d20 + 5 ⇒ (5) + 5 = 10 +2
Ranor: 1d20 + 1 ⇒ (10) + 1 = 11 +2
Zephyr: 19 = 19 +2
Primary
Taerel: 10 + 8 + 8 = 26 = 6th success
The passage abruptly ends at a smooth, white wall. (Yes, that's the success text...)
Perception Aids
Dunkel: 15 = 15 +2
Fingalad: 13 = 13 +2
Kamda: 1d20 + 5 ⇒ (18) + 5 = 23 +2
Ranor: 1d20 + 1 ⇒ (14) + 1 = 15 +2
Zephyr: 19 = 19 +2
Primary
Taerel: 10 + 8 + 10 = 28 = 7th success
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.”
Perception Aids
Dunkel: 15 = 15 +2
Fingalad: 13 = 13 +2
Kamda: 1d20 + 5 ⇒ (11) + 5 = 16 +2
Ranor: 1d20 + 1 ⇒ (3) + 1 = 4
Zephyr: 19 = 19 +2
Primary
Taerel: 10 + 8 + 8 = 26 = 8th success
A low, rhythmic hum buzzes through the stones of the floor, causing a jaw-rattling vibration.
If you continue on, you will be battling fatigue again. Continue?