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"There might be something magical here!" Kalangkang begins to move through the labyrinth and after he stops starts to look for something magical in here. cast detect magic

GM_Starson |

The sorta good news: There is definitely magic here.
The definitely bad news: That is all you can tell at the moment, it will take more rounds of concentration to determine more.
PATHFINDERS RUN!! PATHFINDERS MAY ACT!!
Qill
Feli
Dumm[b]
Kalang [Can still use a move action if you choose]
[b]Fade
Korug
------------------
Valias
SOMETHING!

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"What the hells?!" Fade says with surprise upon seeing the reconstructed labyrinth. With a frustrated exhale, "I really hate labyrinths. I mean it's my first one, but I still hate it."
He then rushes headlong through the twists and turns he claimed to despise.
Double move.

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Dumm pauses at the entrance to the maze and sniffs the air, then roars in pain and frustration and heads into the winding corridors. As the adrenaline of battle wears off, he reverts to his normal form, bleeding profusely from many wounds.
Green lines for Dumm. Drop rage, am now fatigued. Animal Focus is still active which, for now, negates the Strength penalty from fatigue.
Fatigue: 1/10
Animal Focus: 3/10

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As others react to the new maze Lady will, steps to one side and studies it, Seeking to understand the form of this maze. Even if it was magic and self altering.
^Knowledge (Engineering) 1d20 + 10 + 1d6 ⇒ (15) + 10 + (5) = 30
"If you value your life follow me."

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Fade touches one of the walls as he travels by, wondering aloud, "Maybe this is just one big mind trick. I wouldn't put it past that bastard Thurl just to screw with our heads."

GM_Starson |

Kalang, you only have a move action, you double moved, put you back some on the same path.
1d100 ⇒ 21
1d20 ⇒ 20
Qill can tell that the Labyrinth is well built, and even knows that if she follows the left hand wall by the nature of a labyrinth she will eventually reach the end. However, this tactic may not work if the maze shifts or not, and there is no way to tell just from her knowledge of engineering, no matter how expansive.
Fade reaches out and gives a rap on the wall, feeling the solid stone masonry beneath his fingers. Apparently, the wall is as real as he is.
PATHFINDERS RUN!! PATHFINDERS MAY ACT!!
Qill
Feli
Dumm
Kalang
Fade
Korug
------------------
Valias
SOMETHING!

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As they rush through the maze, Korug decides to follow Fade, thinking it best to stay in pairs at least.

GM_Starson |

With no other real options, Valias runs behind fade and Korug, glancing about in worry, hoping her friends can help her find her way.
Qill tries to study and understand the maze, and while having a better comprehension of it, is still not totally sure what to do. As she stares closely at the wall, a massive, slightly translucent hand reaches out and attempts to grab her!
Ghastly hand: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 9d6 ⇒ (2, 3, 4, 5, 3, 4, 5, 6, 4) = 36
qill fort save: 1d20 + 1 ⇒ (19) + 1 = 20
As it passes through her chest, she feels her heart grow cold and bloody wound begin to open up all over her body... She backs away from the thing, clutching her chest in pain as she wills her body to hold itself together! The hand draws itself back into the wall, disappearing from her view.
Only Qill may make the following checks
PATHFINDERS RUN!! PATHFINDERS MAY ACT!!
Qill -18 Staggered at 0 HP
Feli
Dumm -55, Fatigued
Kalang
Fade
Korug
------------------
Valias -13
SOMETHING!

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Kalangkang moves to Dumm.(5ft. step) Take the wand and touch Dumm.
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Are you slightly better now? It is not much but ...

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Dumm nods. "Thank you." Then he continues through the maze.
Updated position.
AF: 4/10
Fatigue: 2/10

GM_Starson |

If qill has any objections to anything I do here, feel free to override, but otherwise botting to keep this thing going.
Qill stumbles away from the wall where she was attacked, shouting to her companions that something is in the labyrinth with them. She looks ready to drop if someone doesn't help her.
Qill Religion: 1d20 + 10 + 1d6 ⇒ (19) + 10 + (1) = 30
Qill Religion: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (4) = 22
She shouts out that it's a ghost, probably the one who built this maze, and it's a powerhouse!Feel free to look under previous spoilers
PATHFINDERS RUN!! BOLD PATHFINDERS MAY ACT!!
Qill -18 Staggered at 0 HP
Feli
Dumm -55, Fatigued
Kalang
Fade
Korug
------------------
Valias -13
SOMETHING!

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"Oh for the love of..." Fade begins, obviously upset. He reaches out and touches Qill, using his aether in a new and strange way. Her ruptured vessels seal, and her bloody wounds quickly disappear. In just a blink she is left with nothing but a dull pain to remember the wounds.
Kinetic Healing: 3d6 + 14 ⇒ (6, 1, 6) + 14 = 27 Qill will take 1 burn which = 3 NL Dmg that can't be healed until after a full rest.
"That should get you back to moving. We can't stay near the walls. He can't see through them, or the floors, but he can guess where we are going. Just run as fast as you can, pray to whatever gods you think will hear you, and hope he doesn't touch you. Of course I can hide you with my aether if you want to try and go about unseen as we run through here...but we won't be able to see each other and could get separated."
He then moves further through the maze in the direction Qill suggested as the best route and doing his best to be on guard for the ghost...

GM_Starson |

1d100 ⇒ 68
Fade's Will: 1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 8 ⇒ (13) + 8 = 21
Korung feels the urge to move his rear end quickly after Dumm!
As Fade tends quickly to Qill's wounds, everyone hears the mighty roar of a Minatour! As if on que, a massive fist reaches out and touches fade!
BURN LITTLE ONE! LET THE FIRES OF HELL BURN YOUR HEART TO CINDERS!
He feels energy burn from his heart, but not the corrupting touch of open wounds that Qill felt... he feels his body giving out on him, his constitution leaving him, being sapped away! The arm retracts into the wall as laughter continues to echo around the halls.
I'LL OFFER YOUR ENTRAILS TO BAPHOMET, FOR THE GLORY OF THE MAZE!
Valias Who the GM totally forgot to mark... catches up with Dumm and Korug, intent on running for dear life as well!
PATHFINDERS RUN!! BOLD PATHFINDERS MAY ACT!!
Qill 3 NL
Feli
Dumm -53, Fatigued
Kalang
Fade -6 Con
Korug
------------------
Valias -13
SOMETHING!

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"GHAH!!" Fade Cries out as the ghost touches him!
"Holy Hells that hurt! Everyone keep running to the exit! I'll work on making you invisible and healing when I can."
With a balling of one fist, he pulls aether from the very air to wrap around his body, muffling his sounds and causing him to quickly fade from view.
He then rushes after the others already ahead.
stealth: 1d20 + 23 ⇒ (4) + 23 = 27 TK Invis. Dampens sound as well as visual. Half the bonus of regular invis(+10 while moving/+20 standing still) but things with blindsight and the like don't automatically detect me. I'll take it for the miss chance if nothing else. d100 1-50 misses me.

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Kalangkang began waving with his hands around himself and disappears. (cast Vanish - invisible for 4 rounds)
And now I need to move as fast as I can!

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Is that a ghost? Remembering somewhere that positive energy typically hurts undead, Dumm pulls out his cure wand. Then, deciding it can be put to good use, he touches it to himself.
Cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8

GM_Starson |

Feli and Qill dash away as well, Qill carefully backing away from the wall Withdraw actionBefore turning tail and running as well. Valais books it past her friends, sliding into a turn, looking left then right then turning left and running for a bit...
I don't know where to go!
Meanwhile, the haunting laughter of the great ghost minotaur seems to echo throughout the Labyrinth in all directions.
WEAK, PATHETIC, PUNY, YOU WILL DIE WITH FEAR IN YOUR HEARTS AND THE NAME OF BAPHOMET ON YOUR LIPS!
Since he's disappeared back into the walls farther away, there is no way to tell where the monster gotten to now! Fade's superior hearing makes him think he's still to the south, but even then it's impossible to tell because sound isn't reverberating correctly in here.
PATHFINDERS RUN!! BOLD PATHFINDERS MAY ACT!!
Qill 3 NL
Feli
Dumm -45, Fatigued
Kalang
Fade -6 Con
Korug
------------------
Valias -13
SOMETHING!

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Kalangkang runs like rabbit.

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Fade quietly moves up behind Korug, ready to attack the ghost should it present itself.
Stealth: 1d20 + 23 ⇒ (6) + 23 = 29 sigh... Dice roller is hating me. ;)
Readied TK Blast: 1d20 + 12 ⇒ (8) + 12 = 20
magic blunt damage: 3d6 + 11 ⇒ (4, 2, 2) + 11 = 19 The damage has been reduced from to the curse.
Couldn't get close enough to heal Dumm this round.

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Korug keeps on running, trying to stay near the others and Valais

GM_Starson |

So glad Dumm didn't trigger this.
As Korug runs by his friends, a ghostly hand reaches out and swipes at him!
1d100 ⇒ 91
touch: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 9d6 ⇒ (3, 5, 3, 6, 6, 6, 5, 3, 5) = 42
Korug fort save: 1d20 + 10 ⇒ (7) + 10 = 17
Korug feels like his heart is ripped out of his chest as the hand passes through his body, ripping through him like paper as he feels dozens of bloody slashes and bruises appear on his body.
Much to Fade's frustration, the attack occurs around the maze's bend, and he can't take a shot!
PATHFINDERS RUN!! BOLD PATHFINDERS MAY ACT!!
Qill 3 NL
Feli
Dumm -45, Fatigued
Kalang
Fade -6 Con
Korug -42
------------------
Valias -13
SOMETHING!

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Dumm moves with the others in the hopes of finding a way to attack this infuriating ghost. Without such an opportunity, he spends another charge from the wand.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
AF:6/10
Fatigue: 4/10

GM_Starson |

Qill keeps running, trying to keep up with the rest.
Valais runs forward down a right path, but then comes back to the team on the left path! She blinks and turns around in confusion before sobbing out.
It's a dead end! The other way!
HAHAHAHAHA!
The booming echoing voice of the minotaur ghost calls out throughout the maze. Just as Dumm finishes washing cooling healing magic over himself, the great fist slams through a wall and into his chest!
Corruption touch: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 9d6 ⇒ (3, 5, 2, 5, 5, 4, 4, 3, 5) = 36
dumm fort: 1d20 + 9 ⇒ (12) + 9 = 21
It's all Dumm can do to keep standing, but through sheer force of will and gumption he does. Good thing you healed yourself that bit!
PATHFINDERS RUN!! BOLD PATHFINDERS MAY ACT!!
Qill 3 NL
Feli
Dumm -56, Fatigued
Kalang
Fade -6 Con
Korug -42
------------------
Valias -13
SOMETHING!

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Kalangkang continues southwards and in case he sees the creature that attacks them, he will burn 4 magic missiles into it.
Kalangkang ready action. If he sees the creature he will cast Magic Missile from his staff.
damage: 4d4 + 4 ⇒ (3, 1, 4, 4) + 4 = 16

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Would the attack on Korug have provoked with his reach weapon? He's had it out this whole time.

GM_Starson |

Would the attack on Korug have provoked with his reach weapon? He's had it out this whole time.
No, sorry. Korug actually triggered his AOO by moving through his threatened squares since he has reach.

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The ghostly fist slams into Dumm's chest, giving him the sensation of being plunged into an ice bath. His muscles freeze, and as more of his strength leaves him its all he can do to keep upright. I don't want to die here. "Need we find someplace more open. Then will it come out from the walls." Dumm moves down a corridor, healing himself as best he can.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
AF: 7/10
Fatigue: 5/10
A minotaur ghost with reach inside a maze of 10-ft corridors. Whoever wrote this is a jerk. Anyone have any wall spells?

GM_Starson |

Even a bigger jerk than you think. Since we're playing up with 4 player, he looses his ability to lure one of you away to start randomly walking around the maze away from the party. O.o
Dumm, are you certain that you want to use your wand and move?

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Is there a way to check whether these walls are real or are illusions?

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-.- He's still there, isn't he? I just figured he was hopping from place to place. Will redo my last turn.
Dumm activates his wand again, but holds the charge in preparation for the next hit.
Ready an action for if he attacks again.
Readied touch: 1d20 + 10 ⇒ (20) + 10 = 30
Positive energy (Will DC 11 half): 1d8 + 1 ⇒ (4) + 1 = 5

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Fade catches up to and touches Dumm, offering healing energy in the form of aether moving throughout Dumm's body.
TK Healing: 3d6 + 11 ⇒ (4, 6, 4) + 11 = 25 Dumm will take 1 burn (5 NL damage that can't be healed until he rests).
Stealth: 1d20 + 23 ⇒ (2) + 23 = 25

GM_Starson |

Is there a way to check whether these walls are real or are illusions?
Couple of ways. You still have your detect magic up, you just haven't slowed down to concentrate. You could interact with them and attempt to disbelieve them, though that didn't work when fade tried it.
perception: 1d20 + 21 ⇒ (1) + 21 = 22Wow fade, you lucked out there!
touch: 1d20 + 8 ⇒ (6) + 8 = 14 And Dumm lucks out as well!
damage: 9d6 ⇒ (2, 2, 3, 1, 1, 3, 6, 2, 3) = 23
Ghost Will: 1d20 + 11 ⇒ (19) + 11 = 30
The hand reaches out again to grab Dumm's heart, but he holds out the wand as if a holy talisman, and the hand jerks back in surprise, clearly not expecting the pain of the positive energy. There is a roar of anger, but it means that Dumm is able to dodge out of the way avoiding the painful touch of the enemy! He gets the strong feeling it was more surprise than damage that saved him, but he'll take what he can get!
PATHFINDERS RUN!! BOLD PATHFINDERS MAY ACT!!
Qill 3 NL [Two actions]
Feli
Dumm -31, 5NL Fatigued
Kalang
Fade -6 Con
Korug -42 [two actions]
------------------
Valias -13
SOMETHING! -3

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Falls back, staggered and moves out of the way,
Full defence, GM as a investigator she can add Inspiration to save rolls, would that have helped?

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Fade whispers to Dumm, "I'm going to make you invisible. Don't move too far and I will find you." Wrapping his aether around Dumm, he causes the feral man to wink from view.
Full concealment/50% miss chance, half the bonuses of normal invis(stealth +10 if moving/+20 if stationary).
He then runs off to catch up to Korug.
stealth: 1d20 + 23 ⇒ (13) + 23 = 36

GM_Starson |

1d100 ⇒ 74
1d100 ⇒ 49
1d100 ⇒ 75
Feli passes through the wall! Having the wall give way before her causes her mind to snap back at the illusion, and the maze walls become hazy and translucent to her sight. It's only then she realizes why they had such a difficult time earlier.
A fair chunk of the maze IS real!
It seems that if Feli had moved another few feet in either direction, the wall would have been real and merged perfectly with the illusion! However, as luck would have it as she spins around, the holes in the maze line up for just a moment for her to see the exit! She has a straight shot from where she stands!
Hey! Maybe you guys won't die horribly after all! Feli, I just used 10 squares of your movement, so you still have the rest of your turn to use.

GM_Starson |

Wall next to Feli, and her direct line of sight along yellow line are all fake, so use that for movement unless you wanna try your luck on a different wall. Still a possibility that a very angry ghost kills one of you before you make it out. DC 16 will to disbelieve, and don't forget to add bonus to disbelieve since a ally is calling it out.

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Will vs DC 16: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20
On my turn
Fade follows Feli's instructions and reaches out to test the wall, finding the illusion with surprising ease.
"Oh...that explains that. Damn labyrinth." Fade grumbles as he moves toward the exit. Then, with a much softer tone, he says, "Thanks Feli."

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Kalangkang looked better at those walls.
Will save: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Kalangkang did not move yet. He waits for GM to show him where all the illusion is.

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I moved Kalangkang - double move

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Will: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Shirt reroll: 1d20 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10 pretty sure I haven't used it yet, correct me if I'm wrong-- although I guess it won't matter anyway ::sigh::
Unable to see the fake walls for what they are even with prompting, Dumm is forced to grope along for a way out, using Fade's gift of invisibility to his advantage.

GM_Starson |

walls?: 1d100 ⇒ 34
walls?: 1d100 ⇒ 83
perception: 1d20 + 21 ⇒ (8) + 21 = 29
Korung and Qill make a dash for the exit, following Feli's instructions.
Though the walls still look real to him, Dumm finds himself stepping through them as he moves towards Feli's voice. Still not seeing the exit, he trusts his friends as they run forward. They aren't physical if you fail to disbelieve, you just see them still.
The minotaur screams in anger as he realizes that the team has figured out his trick, and rushes forward at Fade!
Concealment?: 1d100 ⇒ 30
Miss!
He brings down a ghostly hammer, ready to smash fade into little pieces! But fade is still mostly invisible, and he's able to dodge out of the way!
Since Fade is still invisible, he's able to run away without provoking attacks of opportunity! Lucky you!
There is a howl of anger as the the team runs up the stairs, and the Minotaur does not pursue, fading into the maze with much shouting and cursing.
Back in the lodge, Valias slams the door shut, panting in shock and fear.
PATHFINDERS ESCAPED! VICTORY!
Oh dear... that was... close.