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It has been a few months since your jaunt out to Sedeq. The weather has changed from a dry heat to now a wet heat. All across Absalom, messengers find you before sunrise and summoned you to the Grand Lodge on orders from Venture-Captain Drandle Dreng. His milky, half-closed eyes, normally offering a bearing of regal decrepitude, instead looks sour as he apologizes for the early hours and introduced a thick man bearing the scars of many horrific burns seated in a chair in Dreng’s office, his feat soaking in a small metal bucket of steaming water. Behind him stand two enormous, heavily armored half-orcs, their arms crossed over their massive chests and all four of their eyes constantly scanning the room for danger. “Pathfinders, this is Grandmaster Torch,” Dreng muttered sleepily. “He’s an… associate of the Society. We owe him a favor after that business in Sedeq, and it seems he’s looking to collect.”
“You wound me, my lord,” says Grandmaster Torch, leaving Dreng chuckling softly to himself in the background. “I come in the interest of the common good. You see, my good friend and occasional business associate, Nuar Spiritskin, is missing. You may know him better as the Minotaur Prince of Absalom, the head of the Taurean Embassy and something of a famous foreign dignitary, what with his assertions that he speaks for all Minotaurs everywhere. A collection of papers recently entered my possession that spoke of a grand maze beneath the city; naturally, my first instinct was to discuss the matter with Nuar. He seemed as intrigued as I and after I elicited his help, he set out at once for the maze. It has been several days, more than enough time for a minotaur to solve a maze, and I grow worried for my bovine chum.
“Clearly, I cannot take this matter to the guard. Poor Nuar would be scandalized if word got around that he couldn’t solve a simple maze. I can provide you with directions to this maze, called Delirium’s Tangle, if you promise to return Nuar quietly to his home. I’m even willing to let your organization keep the artifact I believe lies in the maze’s center. Some ancient, elven hourglass—my notes aren’t specific as to what it does. Just ensure the Prince’s safety.”
Dreng looks incredulous, but solemnly nods. “Nuar is a useful ally to the Society and a lost labyrinth below Absalom herself is too convenient to pass up. Take an hour to prepare and then head out. And be thorough; no telling what you’ll find down there.”

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Maaarv, though groggy, does his best to hasten himself to the Grand Lodge.
His mind returns to the difficult assignment that brought him in contact with Grandmaster Torch oh so recently. He shivers slightly at the thought of the centipedes...
"Um, excuse me, Grandmaster Torch. Did the papers that directed you to this labyrinth offer any other information other than the labyrinth's existance?" Maaaarv clears his throat, "Any dire warnings or specific information about what we may find?"

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"My notes refer to it as Delirium’s Tangle. The author claims to have once been lost in the maze ages ago and escaped by pure luck. I imagine it’s hardly the simple mines and crypts you’re accustomed to. The design sounds elven, but I haven’t finished translating everything. Perhaps you can enlighten me on your return.

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Mella nods at the half-orcs, "Relax. You won't have to kill anyone inside Skyreach, like you did in Sedeq." Looking at Torch, "A missing business associate of yours? Did you check already to see if a misinformed group of Pathfinders already sent him to the Boneyards? No? Well, probably not. Mazes and minotaurs, is that your game Torch? You've no dragons for us to chase or dungeons to explore? An elven maze and an hourglass? What use do elves have for timekeeping? I pray Venture-Captain Dreng that this devil has not convinced you of sending us on a fool's errand. How do we find out way to this ... tangle?"

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Grandmaster Torch chuckles to himself at Mella's scathing accusations.
"Is that anger I sense in you, paladin? Tisk, tisk. If you have so much contempt for me, take up your weapon and strike me down. Guards, do not stop her if she feels justice needs to be done here and now at this hour."
Grandmaster Torch waves his hand, and the two half orc guards back up with the hands at their sides.
"No? Good, now let me answer your questions. My notes only mention a large hourglass of elven design. I believe this may be Izryen’s Hourglass, an artifact left behind when the elves first fled Golarion. It appears often in elven astrological writings, and sounds like a complicated timepiece. Should the Pathfinder Society have no interest, I’d love to add it to my own collection.
"The entrance to the Tangle is below the Ivy District, but I couldn’t possibly tell you how deep, or even its surface relation. My notes only tell how to reach it, and even in that they’re needlessly confusing. Other then that I don't know who originally built it or why.”

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Eadie slumps in her chair and rubs her eyes, while trying to make sense of the briefing.
She whines under her breath, just loud enough for everyone to hear.
“Are we really in the headquarters of the Inner Sea’s greatest organization, in the City at the Centre of the World?"
“If so … WHERE’S THE ABADAMN COFFEE!”
"A few random thoughts …"
“Time pieces and hour glasses seem to be mentioned a lot. Is it possible time flows at a different rate inside the Tangle? Maybe Nuar doesn’t realize he’s overdue. If so, is that relevant for us?”
“I’m thinking NOT GETTING LOST ourselves will be pretty important. Might have to invest in a Wayfinder earlier than I thought. Are there any other pieces of equipment that could help with tracking or surviving, Mikhaere? Ropes and chalk immediately come to mind.”
“What about the environment inside the Tangle? I’m thinking it’s some type of demiplane … but is it wet, cold, hot? Do we need food?”
“Has anyone any firmer knowledge than my shots in the dark?”
Knowledge (Dungeoneering): 1d20 + 1 ⇒ (11) + 1 = 12
"Oh, and Venture-Captain Dreng ... are we the first party you have sent into the Tangle?"

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Maaarv tries to recall what he might know offhand about underground mazes and whatnot.
Knowledge (Dungeeoneering): 1d20 + 8 ⇒ (20) + 8 = 28

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Moving her focus to the mission, trying to forget about Torch's involvement, Mella offers "I've chalk, rope, and a few other things which may be useful. A wayfinder seems like an excellent choice, I'll pick one up on the way out."

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Now that the wet and rainy season has come, Mikhaere is in much chirpier spirits than he was, especially in comparison to the surliness he attained from the ridiculous heat of the desert city (let alone the ridiculously paranoid fools that lived there). He leaves a trail of muddy water on the floor behind him as he enters Dreng's office; one wonders if he hadn't been purposely walking through puddles on the way here...
The tengu druid seems most unimpressed to spy Torch here again, and he mutters sourly to himself. "I hoped our 'promise' would wind up being 'beak service' only..." Still, his good spirits prevail and he happily chats with the other Pathfinders about mazes and whatnot.
"I've got a fair amount of handy stuff for overland survival, but I'm not much of an underground kind of guy. I mean... caves make me feel kinda claustrophobic, y'know? Gotta have room to spread my wings."
"No need to get a wayfinder though, not unless you need the light. An ordinary compass works well enough, and I've got one of those. I've got light, too." The druid vaguely waves a clawed hand over a nearby object on Dreng's desk, and it begins to fluoresce like a firefly.
I presume the masterwork survival kit comes with one, at least.
Survival: 1d20 + 10 ⇒ (9) + 10 = 19 Can I think of anything else that might be helpful in keeping us from getting lost?
"Maybe someone could draw a map as we go. Nothing fancy, just so we've got a record of it. I'm sure our beloved Mr. Torch here would appreciate more information on the maze as well..."

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"Mikhaere you seem well suited for our exploration already, excellent! The light will be helpful for the rest of you I'm sure. The gifts from my mother allow me to see in the dark, and should things get dire I can also make daylight."

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Continue with the discussion, these are just some results on your rolls.
With your different insights on the topic, the party concludes a few points. It would seem that the Tangle is not your traditional maze since a minotaur would have been able make his way through it. With elven involvement, some sense of magic is at work. A journey like this will require both knowledge of the subterranean to understand the environment and knowledge of the arcane arts to understand some reasoning behind the mazes creation. Being able to track is must to find your quarry and good personal senses so you don't get lost.
VC Dreng stumbles around his office. His hand glides over the water pitcher and instead grabs the wine decanter. He absentmindedly pours the wine into a kettle and sets it into the fire. He then scoops tea leaves into an empty pot. Dreng furrows his eye brows at his mistake, then processed to add sugar to the mixture.
"This is the first time I've even heard of the Tangle, Eadie. Would you be a dear and get us some cups." Dreng then points at a bookshelf filled with scrolls with no cups anywhere nearby.

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Eadie’s opinion of VC Dreng rises a couple of pegs. “Have you got a recipe for mulled wine, Venture-Captain?”
On a recent holiday, I got to drink mulled wine in the middle of an English country market – skinned rabbits, unplucked pheasants, 100 different types of cheese it was awesome and surreal.
Oh well, if there’s no coffee, a belt might be the next best thing!
Perception for cups: 1d20 + 6 ⇒ (8) + 6 = 14 Otherwise …
Eadie puts her dagger into the wine decanter, so the heat won’t break the glass, and then pours the hot wine back into the container.
“Don’t worry, I haven’t got any blood or gore on this knife yet.”
She pulls out her dagger, offers to pour some for anyone with a cup before taking a swig from the decanter and passing it on to VC Dreng.
“I do need light. Do you think we’ve got enough light sources, Jarlgur or Mikhaere?”
“I do want a Wayfinder but it might be better to get a Traveller’s Anytool. If the maze is elven, I’m guessing we might have to hack through hedges at some stage. I was also thinking Antitoxin, Antiplague, a signal whistle, an explorer’s outfit, smoked goggles and Holy water. What do you all think?”

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Grandmaster Torch responds to Rackle in kind, "The notes I have a collection of moldering old scribbles and journals purchased from the Metringer Sanitarium in Westgate, contained a harrowing and detailed account of one patient’s escape from a subterranean labyrinth more than 700 years ago. I doubt he is still alive.
“As for my mother she’s been lovely, thank you for asking. She’s actually arriving for a visit next week, down at pier 42. I hope this business is resolved by then so I can greet her,” Torch says with the affection of a doting son.

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Maaarv almost shouts, "I speak Elven! Also Dwarven and Orcish. Hes, if this Tangle is of Elven origin, I suppose I ought to be helpful."

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Mikhaere watches the VC bemusedly. "Not much of an early bird, are we, Dreng?"
He then turns his attention back to the group. "Well, I can keep a light up all day, but it doesn't hurt to have a backup source in case the worst happens." Mikhaere seems surprisingly military when it comes to matters of his own potential death. Perhaps he just doesn't care any more.
"I'm going to wait until we see this place before I meditate on spells. It's hard to tell if we're going into a cave or a hedge, considering it's elves we're talking about."
Leaving my two 1st-level spell slots open for now.

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Eadie is feeling a little light-headed after her early morning tipple.
She begins to sing … quite off-key …
♪♫ "I bought a toothbrush, some toothpaste, a flannel for my face.
Pyjamas, a hairbrush, new shoes and a case.
I said to my reflection, let’s get out of this plaaaace!" ♪♫
Perform (sing): 1d20 - 1 ⇒ (7) - 1 = 6
During the past couple of months, when not performing some tedious task for VC Ambrus Valsin, Eadie has found time to hone the edge of both her greatsword and dagger with a whetstone.

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Unless there is anything else, you are waved off by a tired Dreng. "Remember: Eviscerate, Retaliate and Copulate!"
The party spends about an hour gathering the equipment they need for the mission at hand.
Upon entering the maintenance tunnels within the Ivy District, after an hour's worth of travel the party descends into natural caverns.
2d6 ⇒ (2, 2) = 4
Without much to go on, you wander the natural maze (which is simply a series of confusing tunnels, caverns, crawlspaces, and so on ) in search of tracks, signs, or clues of the Minotaur Prince’s path.
The cavern opens from a bottleneck into a large, smooth cavern of striated blue stone and pale, sandy floors. The walls glisten with moisture, and a small pool sits on the eastern side of the chamber. All across the area, thick carpets of fungus blanket the stones.
Who's got light?

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Jarlgur has a wayfinder and an ioun torch.
Survival: 1d20 + 5 ⇒ (17) + 5 = 22
Jarlgur kneels down on the floor, first sniffing, then laying on his belly. Look here. He says. There are tracks of some bizarre humanoids and.... Jarl glances over his shoulder at Maaarv. ...large insects.

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Eadie activates the Light function on her Wayfinder and clips it to her belt.
Take (10) Survival: 10 + 5 = 15
“There are weird humanoid tracks and signs of large insects. Should we follow the tracks?”
She drinks her Antitoxin and unsheathes her greatsword.
Can I detect any threats?
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

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Maaarv's face suddenly pales. "I-insects? Oh boy." He clutches at Mikhaere and Jarl.
"Which way do the insect tracks go? Let's not follow them, please? Can we follow the weird humanoid tracks."
He immediately clutches at one of the small vials containing a dose of his bomb mixture.

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I forgot to state that everybody got their faction missions their bunks as they went back to their rooms to prepare for the task at hand. You would have purchased anything you would have needed in the hour of preparation.
The humanoid and insect track inner mix through out your travels in the tunnels.
Let me know if there is anywhere in particular you would like to investigate by moving your PC on the battle map with a perception check (you already got your's Eadie). If you have a light source on you, just let me know the nature of the source.

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Eadie spies the pool of water in the north-eastern? corner and calls over her shoulder towards Mikhaere.
“Tiddalik, are you responsible for that flood? Has someone been making you laugh?”
More seriously … “The rock pillars and water seem like ideal places to stage an ambush from – hitting us from two directions at once if we move up the middle of the chamber.”
“I say we move to the south(?)/right of the big pillar, avoid the pale green fungus carpet(?) and check out what’s behind it. Apply Perception I think it’s important we stay together as a group as we move.”
“The drawback is this route will give us less room to manoeuvre in.”

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Purchases:
- A steel vial with a stoppered lid (1 gp)
- Some kind of long-handled spoon, like this (not sure of the price, let's say 1 cp?)
- Chronicler's kit (40 gp)
As they enter the darker sections of the tunnels, Mikhaere will take to casting light on his backpack, recasting it as necessary. He also makes surprisingly thorough notes of the paths they take in the maze, scribbling away in a thick journal and occasionally conferring with Eadie and Maaarv about the particulars.
Mikhaere takes a good look at the fungus, curious of its nature; he knew that many species of fungus could be poisonous, and Gozreh knew what kind of soulless mutations occurred down here underground.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Knowledge (Nature): 1d20 + 7 ⇒ (13) + 7 = 20 (Or Survival +10)
Tiddalik merely ribbits in response to Eadie, although she wonders for a moment if the frog is smiling...

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Mella draws her longsword and moves forward cautiously toward the rock pillar. Not sure if you want turn/tactical movement at this point, but I did the equivalent of a double move on the map.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22

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Jarlgur walks over to explore the alcove opposite the pool.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
The alcove at the bottom. Do columns O & P connect down there or is the alcove a dead end?

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Maaarv sticks close to Eadie, "...to help map out this Tangle." Really, I just want to stay close to that big sword.
Though the labyrinth is fascinating, Maaarv becomes distracted by the fungus and stoops down to examine floor of the cave.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

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As the party starts to spread out through the cavern, a pair of mastiff-sized beetles erupt from the sandy floor. These beetle’s glowing glands provide light in a 10-foot radius.
Maaarv: 1d20 + 2 ⇒ (15) + 2 = 17
Rackle: 1d20 + 6 ⇒ (12) + 6 = 18
Jarlgur: 1d20 + 4 ⇒ (8) + 4 = 12
Mella: 1d20 ⇒ 6
Mikhaere: 1d20 + 8 ⇒ (14) + 8 = 22
Eadie: 1d20 + 2 ⇒ (10) + 2 = 12
Beetles: 1d20 + 2 ⇒ (17) + 2 = 19
Surprise Round!
1d2 ⇒ 2
The first beetle charges toward Maaarv with its oversize pinchers trying to nash off his face.
Charging Beetle! vs Maaarv FF AC: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 2 ⇒ (3) + 2 = 5
Horror has a face, and it is an insect!
The second beetle charges Mikhaere as it moves effortlessly through the sand.
Charging Beetle! vs Mikhaere FF AC: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 2 ⇒ (2) + 2 = 4
Maaarv, Eadie & Mella can perform a standard action in the Surprise round. Mikhaere can perform a full round worth of actions that will be done at the top of Round 1.

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Maaarv, after getting a nasty bite from the beetle, takes a careful step away, trying to look as unthreatening to the beetles as possible.
Well, I don't feel any nasty effects of the beetle bite like I did with those nasty centipedes.
5-foot step south

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Ooh, beetles! Mikhaere, looking at the rather uninteresting fungus, has his attention suddenly grabbed by two cute little(?) glowing beetles. "Mining beetles!" he exclaims, watching curiously as one comes up and tries to bite him. The tengu simply grabs onto the bug's mandibles to stop it from nibbling away. "Aw, the poor little thing must be hungry. You better stay back, Maaarv. Although I don't think these ones are poisonous..."
Mik lashes out at the beetle to defend the poor PTSD survivor!
Peck: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d3 + 2 ⇒ (1) + 2 = 3

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"Yummy. Tastes like chicken. Could do with a little bit of barbecuing though."
He makes sure to avoid eating the luminescent glands.

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B1 and B2?
“Are you thinking what I’m thinking, Maaarv and Mikhaere?”
Eadie slashes at B1 and then takes a 5' step to J16, while casting a worried look in Maaarv's direction.
Greatsword: 1d20 + 6 ⇒ (11) + 6 = 17
Pot Damage + whetstone: 2d6 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 13

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Once Maaarv puts some space between himself and the beetle, he hurls a bomb at the horrific creature, careful to avoid hitting Eadie.
Hooray for the Precise Bomb Discovery - Eadie takes no splash damage.
Attack vs. Touch AC: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Entomophobia Miss Chance: 1d100 ⇒ 61
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

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Mella uses her surprise round to move toward the remaining beetle, but it looks like Mikhaere , Eadie and Maaarv have probably made light work of the insect already. "Quick work, well done!"

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Eadie quickly cuts the beetle in two, thus ending the combat. (I believe this is the first combat I've ever seen that didn't even get to the first round =v)
Searching around their nests you find mostlyrubbish, but a small collection of valuables lies among the eggs. One nest is lined with a scroll of lesser restoration and three potions of cure light wounds.
The only true exit from this cavern is to the north east.

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Mikhaere finishes up his meal as the rest of the party explore the cavern. He carefully slices out the luminescent glands of the bug he chewed up, as well as those from the second beetle, using his index talon as a precision knife.
"These should help with the light situation," he says cheerfully, offering them to anyone who doesn't mind using a soft and squishy glowing beetle gland still covered in a bit of ichor as a light.

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Eadie hands the CLW potions to Maaarv, and says to him:
“Your basic bug warrior isn’t too smart. It nearly chewed off a limb, but you’re still at least 86% combat effective. I think I cut through its nerve stem."
“Drink up, buddy!”
“Mikhaere, can you cast the spell on this scroll?”
She will then wait for the scouts to decide the next course of action.

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At Mella's suggestion, Jarlgur glances at the paladin's armor. Something might not see any light coming, but it'll probably hear you. Besides, anything down here can probably see in the dark like you. I suggest we go together and just be wary.

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Mikhaere takes a glance at the scroll with an arched brow. "I can give it a go. No promises though."
The tengu decorates his backpack with the remaining fluorescent glands not taken by anyone else.