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"Wow! That sucker sure is big. I wish Whiskers was here to see the size of....what was it called? A glaburazuzu?
Wembly stands idle marveling at the size of the statue.
"Not sure I'd want to meet a real one in person.

Venture Teller Play b'Post |

The statue itself is sitting on the desk, and only a foot or so tall. As Wembly approaches the desk the statue's mouth begins to move.
A booming voice rings out, "Ah, Thurl, you’re back. I trust your little vacation to Jormurdun was pleasant and that my brethren did not demolish your laboratory in their conquest of Nerosyan. Now that I know where you are, I shall join you shortly. There are plans in motion that go far beyond our original compact, and I wish to make you a part of them."
Valais visibly shivers. She stares open mouthed about the room. "Join Thurl here? Something is coming. We should not be here!" She turns to leave the room.
*bing bing* the party has gained two evidence points.
"We should not be here," Valais repeats. "Can we go? Now?"

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Perception: 1d20 + 8 ⇒ (14) + 8 = 22
"Hmmm friends.... all the vermin just scattered when the voice spoke...very eerie...best be on guard..."

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Wembly cannot decide which would be cooler...seeing the full life-sized version of the statue or running for his life.
"Well, gotta run. I wish Whiskers was here. I do not speak bat so well.
He exits the room and motions the bat to follow.

Venture Teller Play b'Post |

Not trying railroad, but please clarify: are you leaving this room or is there anything more you want to try here?

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Sorry, yes Wembly would grab any of the following unless already claimed by another to carry:
Among Thurl's desk is a magical scroll and two bags of dust that detect as magical. Perhaps the most interesting single thing is a note. (see handout on the map) and incriminating notes.

Venture Teller Play b'Post |

Ahh... finding those was a part of the 10-minute evidence search, so consider them claimed. :) Also the bat is probably gone halfway through said research.

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Ah good catch.
Squeekums the bat dissipates.
Wembly would call Whiskers back and the gem glows on his forhead as the green cat reappears.

Venture Teller Play b'Post |

Which brings me back to here... :)
Not trying railroad, but please clarify: are you leaving this room or is there anything more you want to try here?

Venture Teller Play b'Post |

"It is because of the company we want to leave," says the venture captain.
What two areas Liana? The office was searched (rolls were in the discussion thread) and revealed lots of maps on dwarven lore, a book of secret handcodes, and the handout. The previous room had a small fortune in esoteric and valuable reagents. If it is a different area please let me know, I will fill it in. :)
Liana grabs the talking statue.

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"I am not sure we want to see the company. What about the room with the writing on the walls and pentagram/circle on the floor, VC?
What do you make of that? I know alittle about summoning, but just small creatuers, not big demonic ones like the statue.
Is that where the company will originate? Can we disrupt it?"
Wembly is just blurting out ideas while he scratches Whiskers ears for being gone so long.

Venture Teller Play b'Post |

Gathering the evidence they need the party begins to head back up to the city.
*each of these are about a round apart, just leaving should get you to the incubation chamber in under a minute while all this is taking place. Any questions?

Venture Teller Play b'Post |

"I am not sure we want to see the company. What about the room with the writing on the walls and pentagram/circle on the floor, VC?
What do you make of that? I know alittle about summoning, but just small creatuers, not big demonic ones like the statue.
Is that where the company will originate? Can we disrupt it?"Wembly is just blurting out ideas while he scratches Whiskers ears for being gone so long.
"No. Well I don't think so. His office seems to... she shivers visibly. Whatever the last words were they are lost in a muttering of terror as she looks in the direction of the office.

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Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Dorobo looks at the shattering glass. "That's a little odd... not sure what to make of it." he says as he walks behind Liana. "Why is that glass shattering?" he asks.

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perception: 1d20 + 9 ⇒ (10) + 9 = 19
I am not sure if it is breaking on its own or not.
Looking back, if still within range of the shattering glass, Wembly will try to cast glitterdust to see if he can illuminate anyone breaking the glass. Otherwise, if too far/late then he keeps moving with the others.

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Upon entering the first room with the incubation chambers it is easy to see one of the creatures has broken out of his glass. It is no where to be seen. The other is pounding furiously against the glass.
I am not sure if this is coming through in the PbP format. The previous portents should be very dramatic. EVERYTHING in this dungeon is afraid of Thurl's new ally.

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Wembly keeps urging Whiskers to move to avoid meeting the ally of doom.
"Um - did we come from the west or north guys?

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I know what's coming, from having GMed it, and I know the urgency, but I admit I didn't feel that sense of terror reading these posts. The DC 15 Perception really toned it down, since it seemed like my character was unaware of its approach. I suppose multiple small posts might exaggerate the feeling next time, and get rid of the Perception DC.

Venture Teller Play b'Post |

Map is active.
Dorobo: 1d20 + 5 ⇒ (12) + 5 = 17
Wembly: 1d20 + 3 ⇒ (8) + 3 = 11
Liana: 1d20 + 3 ⇒ (6) + 3 = 9
Valor: 1d20 + 5 ⇒ (2) + 5 = 7
Galandiro: 1d20 + 5 ⇒ (14) + 5 = 19
You don't have to explore the maze in order, but we will be using inititiative for other reasons. If you want to stick together you can stay within 30 ft. of each other and look a bit ahead. If you reach the end of a map, roll a d4 for me.

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Wembly will drop a copper piece onto the ground and peer to the doorway to the north.
He says nervously....
"Normally, I would think mazes are fun...but I just want to leave.

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Valor pulls out a 10pc chalk set and offers anyone else to grab a piece. He then draws an arrow on the floor pointing in the direction that he immediately takes off in.
I'll just double move 40ft in a random direction to get us off to a start. With those green blobs I can't see which directions are available, though.

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oops. I should have mentioned, you should remove the green blob when you enter an area. I will just have to ask everyone to not look at part of the maze that would be blocked by a wall.

Venture Teller Play b'Post |

As you explore the mini labyrinth, you get attacked by the labyrinth's master. A ghost of a minotaur named Karsos. Karsos was mentioned in one of Thurl's notes as 'a mentor', and is a follower of Baphomet.
Where in the maze this happens will be kind of random, rather than trying to get everyone through a maze one post at a time. This will be more clear in the post of the discussion thread.

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1d6 ⇒ 3
#1: 1d20 + 6 ⇒ (9) + 6 = 15 (+1 vs Fear, +1 vs Spells/SLA/Poison)
#2: 1d20 + 6 ⇒ (15) + 6 = 21 (+1 vs Fear, +1 vs Spells/SLA/Poison)
#1: 1d20 + 11 ⇒ (8) + 11 = 19
Dmg: 1d10 + 7 + 4 ⇒ (3) + 7 + 4 = 14
#2: 1d20 + 11 ⇒ (18) + 11 = 29
Dmg: 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18
#3: 1d20 + 11 ⇒ (20) + 11 = 31 (too bad you can't crit ghosts!)
Dmg: 1d10 + 7 + 4 ⇒ (10) + 7 + 4 = 21
Primary: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Dmg: 1d10 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Iterative: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Dmg: 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16
Hasted: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Dmg: 1d10 + 7 + 4 ⇒ (1) + 7 + 4 = 12

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First: 1d6 ⇒ 5]
Second
Will 1: 1d20 + 7 ⇒ (20) + 7 = 27
Will 2: 1d20 + 7 ⇒ (18) + 7 = 25
attack 1: 1d20 + 11 ⇒ (3) + 11 = 14
damage: 1d6 ⇒ 2
Sneak Attack: 2d6 ⇒ (2, 3) = 5
attack 2: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d6 ⇒ 4
Sneak Attack: 2d6 ⇒ (3, 1) = 4
Acrobatics to run up the wall: 1d20 + 11 ⇒ (1) + 11 = 12

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Bulls Strength should still be up for the Cavalier, as should Prot Evil and Mage Armor on Galandaro
Galandaro will prepare his longbow with an arrow just in case as he is running out of spells...
First a D6: 1d6 ⇒ 6
WIL 1: 1d20 + 5 ⇒ (20) + 5 = 25
WIL 2: 1d20 + 5 ⇒ (20) + 5 = 25
ATK1 Arcane Missile/Acid or Ice vs touch: 1d20 + 6 ⇒ (8) + 6 = 14
DMG: 2d6 + 2 ⇒ (3, 3) + 2 = 8
ATK2 Arcane Missile/Acid or Ice vs touch: 1d20 + 6 ⇒ (12) + 6 = 18
DMG: 2d6 + 2 ⇒ (5, 2) + 2 = 9
ATK3 Arcane Missile/Acid or Ice vs touch: 1d20 + 6 ⇒ (5) + 6 = 11
DMG: 2d6 + 2 ⇒ (4, 4) + 2 = 10
Galandaro will follow the Cavalier if possible and if not then Galandaro will stay to the right at all times.

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Bulls Strength should still be up for the Cavalier
I didn't think so, since that was before we searched the two rooms. Plus, we had to walk all the way through the basement level to get up here to the maze, and we're not sure how soon the ghost attacks as we wander around.

Venture Teller Play b'Post |

1d20 ⇒ 11
Wembly riding on Whiskers rounds an intersection of the maze and sees a blue nearly translucent minotaur standing down the hall from him. The minotaur waves its hands at the gnome and steps back leaving only a blank wall. surprise round, Wembly failed the save.
Galandro, hears the the gnome's anguish and the growling mewl of his ferocious green cat and runs to his ally's aid. He sees the ghostly form and twists arcane energy into a dart of ice. The ice seems pass through the figure, but does manage to leave a dark spot. The rogue follows, but he is too far to bring his shortsword to bear.
Wembly sees a who sees a wall suddenly moving at him. The gnome moves out of the way only to find another, so turns into an archway and runs down a corridor. Fortunately he is riding Whiskers who will have none of that. The cat instead closes with the ghost and swipes at it leaving more dark marks in the blue form.Wembly spends the round, 'running' through a maze
Closing lets the creature swing at the cat. It swings a second time, its ghostly hand passing right through the cat's form. The minotaur steps back. As it does so, the party sees a wall, partially covered by the ghost, now fully blocking their enemy from view.
AoO: 1d20 + 5 ⇒ (9) + 5 = 14, corrupting touch: 6d6 ⇒ (5, 3, 1, 6, 5, 3) = 23
v whiskers: 1d20 + 5 ⇒ (15) + 5 = 20, corrupting touch: 6d6 ⇒ (3, 6, 3, 2, 3, 5) = 22
Fort Whiskers: 1d20 + 8 ⇒ (8) + 8 = 16, Fort Whiskers: 1d20 + 8 ⇒ (6) + 8 = 14 whiskers saves both times, taking only 11+11 dmg
Liana finds the ghostly apparition too similar to the wall and realizes something about the maze that appeared among he ruins in less than an hour. She lobs a vial which passes through the wall and bursts into flame on the ghost.
Valor, seeing his companions in the thick of a battle and realizes he too is staring through a wall. He lives up to his name and enters the fray by charging through the wall. He closes with the minotaur, provoking a ghostly attack, but is happy to see his magical axe darken the creature again.
AoO: 1d20 + 5 ⇒ (16) + 5 = 21, corrupting touch: 6d6 ⇒ (1, 5, 1, 3, 5, 2) = 17, Fort Valor: 1d20 + 10 ⇒ (20) + 10 = 30successful save means only 15 damage
R1
G: arcane missle
D: double move
W: lure of the labyrinth
Wh: attacks
K: attacks whiskers
L: bomb
V: charge

Venture Teller Play b'Post |

The party now, fully aware of the illusionary maze quickly gathers against the ghostly minotaur. Galandaro throws more arcane energy, causing the minotaur to scream. Dorobo closes in opposite of Valor, his magical blade cleaving more of the immaterial blue from Kartos.
Wembly realizes he has been fruitlessly wandering maze in his own mind* and his companions quickly having come to his aid. He casts a spell and the world again seems to slow down for the party as their actions gain speed. Whiskers steps up and swing through the imaginary wall. Like most of the attacks his claws seem to pass right through the ghost, but still manage to leave some dark marks.
"Curse you Mendevians!" shouts the minotaur. "You have destroyed my maze--my shrine to Baphomet--once and I will not let you do it again!" He swipes at the cavalier again, the most typically Mendevian-looking among you. The oread feels the life draining from him, as he ages and withers like sandstone under a decade's worth of windstorm.
v. Valor: 1d20 + 5 ⇒ (18) + 5 = 23, corrupting touch: 6d6 ⇒ (4, 6, 6, 5, 4, 3) = 28, V's Fort: 1d20 + 10 ⇒ (1) + 10 = 11 Oh! I guess that balances out the Nat 20.
Liana tosses another bomb, using the creatures larger size to keep his friend's from burning as well. The cavalier is not out yet and he takes mighty swings at the creature. Each attack seems to carve parts of the ghost away leaving more and more darkness until nothing is left.
Kartos screams vowing his revenge from the other side as he dissipates. Slaying the minotaur causes the maze to dissipate as well, granting the Pathfinders ample time to escape Thurl's lodge.
R2
G: arcane missle
D: strikes
W: casts haste
Wh: full attacks
K: attacks Valor
L: bomb
V: hasted full attack.
*these are touch attacks, in case the math looks odd to folks. Also as an incorporeal creature, only magic attacks affect him, and then for only half damage.

Venture Teller Play b'Post |

"Well done, says Valais. "That was fast."
please feel free to add anything, especially plans for Valais and your evidence. I shall add denoumoute and if anyone has questions about parts of the scenario, I like to share the story that you may not have gotten from playing. I will probably not get to chronicles until Tuesday or Wednesday.

Venture Teller Play b'Post |

"They will fear me up there," says Valais, reticent to leave the secrecy of this lodge. The party can convince her to leave, but only with the promise of keeping her safe from the citizens of Mendev.
A couple of different ways that can go, let me know what you would like to try :)
Several days after escaping to the surface, the party is able to present their findings to Venture-Captain Jorsal, who looks over the evidence and confirms that Thurl is traitor to the Society. The dwarf ’s knowledge of the Sky Citadel Jormurdun predates the Society’s by years, which disturbs Jorsal, but he is even more perturbed and disgusted by Thurl’s experiments and regular dealings with fiends.
Following Thurl’s departure, Valais crept out of the lab, into the shattered maze (where the ghost Karsos ignored her as he does all of Thurl’s creations), and finally to the archive. Here she has hidden for weeks while sustained by nothing her Abyssal fortitude. She dares not reach the surface, for she fears her ghastly appearance would lead to the crusaders cutting her down. As a way of coping with her despair, she has convinced herself that she is the venture-captain of this lodge.
Writing on the walls with the steel-gray chalk produces script that gradually takes on a dark blue hue over several seconds. Elsewhere, the night hag Aslynn can read anything anyone writes here with the chalk, and she can respond by writing out her own responses, which manifest as bloody ink that appears to seep directly from the walls, dripping slightly before drying. Aslynn half expects Thurl’s implied ally to betray him, so she is only somewhat surprised to see him writing to her again.
Aslynn, I was told, reappears in a season 7 scenario :)

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"Fear not Valais. The Society would not abandon you as you did nothing wrong it its eyes. You were loyal to the society, and are still loyal to the society. You helped us discover the treachery here. That is a good deed. The society may have some magiks to help your condition, and if not, the society will allow you to live unmolested and protected from those that do not understand your plight. Venture with us to the surface and we will protect you from others until we reach the safety of the society. It may be cold so please pull a cloak over your body." Galandaro says to her.

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"Yes, we will help you get back if you wish. I would think the higher ups in the society have seen it all by now."

Venture Teller Play b'Post |
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Citizens who see Valais react with fear and disgust, but you reach the lodge without serious incident.
Jorsal takes it upon himself to oversee her restoration—or at least her acceptance and treatment. The party’s act of humanity and nobility impresses him, and he offers them his heartfelt thanks. Valais herself is some of the most damning evidence against Thurl.
*bing bing* the party gains two evidence points.
Is anyone on slow track? I will work on chronicles tomorrow though, it may be too busy at the shop for me to get them all done. Holiday closure (will he make it to Star Wars this weekend?) will cut into that time as well. If anyone is desperate to get their chronicle let me know ASAP. I will start with yours. Everything has been reported and both prestige were earned. 1,293 gp earned. (or 2,280 gp for out of tier).