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Unless anyone else wants to try medicine to save on the Elixirs, that will solve the room.

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medicine: 1d20 + 8 ⇒ (15) + 8 = 23
how many checks will be needed? One for each spot? I'll also be taking a 10 minute break to regain a focus point if possible.
I just need a few minutes to refocus after that fight.

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Medicine: 1d20 + 8 ⇒ (20) + 8 = 28
Medicine: 1d20 + 8 ⇒ (3) + 8 = 11
Medicine: 1d20 + 8 ⇒ (12) + 8 = 20
Medicine: 1d20 + 8 ⇒ (13) + 8 = 21
Medicine: 1d20 + 8 ⇒ (9) + 8 = 17
Medicine: 1d20 + 8 ⇒ (2) + 8 = 10
Medicine: 1d20 + 8 ⇒ (18) + 8 = 26
Guessing I have a few crit fails there. I don't know if that has any impact on the process.

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We may want to hero point a critical failure and possibly hold off on further checks. I'm OK with using the elixirs I've already made if we can knock a few of these checks down so I can save my remaining reagents.

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Between Hobbo, Wolstine, and the elixirs, I will disregard the failures and take up 4 elixirs.
The seeds begin to bloom and reconnect the broken islands floating in time and space, allowing the Pathfinders the opportunity to proceed in the maze once again. An idyllic meadow materializes, its borders marked by the easily identified bushes and topiaries of the Maze of the Open Road. The area seems free of planar intrusions or magical distortions, without a single living thing in sight.
Eliza breaks focus from the device again, looking around. "This part of the maze seems rather stable compared to everything we have been through. It would be fantastic to find a sample here." She notices something strange nearby. "Under that hedge, tucked away. What is it?"
It appears that Rindle Rainfickle's dead body resides here. A stab wound in the back, along with the body of a squirrel.
Opportunity to Rest is here.

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Do you mean a short rest or enough time for an overnight rest? I assume the former. Wolstine will take 10 minutes to regain her focus point.

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Upon Eliza mentions something under the hedge. Being a sneaky little fellow, Hobbo goes to investigate. And what does he find? The body of Rindle Rainfickle with a stab wound in the back. The body of a squirrel sits nearby.
Hobbo lets out a sob. He didn't know Rindle, but he felt like he did. "We need to bury the body. We should take him out of the Maze first though."

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Short 10 minute rest.
"We shall, but you are correct. Not in this place." She indicates to a satchel at her waist. "Take this, and place both Rindle and his pet inside it. We shall return them to Woodsedge Lodge when we.. If we escape."
Hobbo follows the directions of Eliza, and finds that the satchel holds their bodies without any issues. With grim resolve, Eliza then says "Let us go. We have not much farther to move."
Korakai decides to take advantage of this momentary rest to patch up wounds as much as possible.
3 Action Signature Spell Heal 2nd Level: 2d8 ⇒ (2, 7) = 9
**************************************************
A particularly thick section of the maze’s hedges has grown over massive white structures. What may have been the spires of an ancient temple are now so choked with wild plants they are inaccessible. Even stranger, mounding dunes of red sand are gathered in the open paths between the living walls of the maze.
A creature with four arms works tirelessly while a dog made of what appears to be rocks rests nearby him. As soon as you all approach, the dog stands and starts barking, which then attracts the attention of the four armed creature. It casts a spell in response to your approach.
Initiative Rextangalin: 1d20 + 11 ⇒ (11) + 11 = 22
Initiative Wolstine: 1d20 + 12 ⇒ (13) + 12 = 25
Initiative Korakai: 1d20 + 8 ⇒ (9) + 8 = 17
Initiative Hobbo the Gobbo: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative Witchwyrd: 1d20 + 12 ⇒ (4) + 12 = 16
Initiative Sod Hound: 1d20 + 9 ⇒ (3) + 9 = 12
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Wolstine(-0,Fine)
Rextangalin(-0,Fine)
Korakai(-7,Fine)
Hobbo the Gobbo(-0,Fine)
Doggo the Doggo(-2,Fine)
Witchwyrd(-0,Fine)
Sod Hound(-0,Fine)

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Seeing that the creature appears to be hostile, Rex steps closer then causes lightning to arc between the two creatures.
◈ Step
◈◈ Cast a Spell - Electric Arc (cantrip, electricity, evocation)
Tradition: arcane
Components: somatic, verbal
Range: 30 feet
Targets: 1 or 2 creatures
Saving Throw: basic Reflex (DC 23)
Damage (Electricity): 4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16

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Wolstine Strides to the right, spreading the party out a bit, then begins performing.
Perform for Lingering Composition: 1d20 + 13 ⇒ (9) + 13 = 22
so close. Everyone gets Inspire Courage for the next round
Finally, she will quickly study the creature (not the dog) and cast Loremaster's Etude to recall and communicate what she can.
Society or Bardic Lore: 1d20 + 10 ⇒ (11) + 10 = 21
Society or Bardic Lore: 1d20 + 10 ⇒ (8) + 10 = 18

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Hobbo yips when he sees the dog made of rocks. "That's unnatural! Go get 'em Doggo."
[A] Stride towards dog made of rocks.
[A] Strike rock dog
+1 Striking Scimitar, Inspire Courage: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Damage: 2d6 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14
[A] Command Doggo to run in and strike

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The effect of the spell takes hold, and the creature splits into four of himself.
1 is Success
Rex VS Mirror Image: 1d4 ⇒ 1 Success!
Reflex Save Witchwyrd: 1d20 + 13 ⇒ (12) + 13 = 25 Success, 8 damage.
Reflex Save Sod Hound: 1d20 + 6 ⇒ (16) + 6 = 22 Fail, 16 damage.
@Wolstine This creature is known as a Witchwyrd. They are resistant to force damage, and can use a hand to catch magic missiles fired at them. That will absorb the energy, allowing them to shoot magic missiles back when they have collected enough energy.
Korakai steps up to the Witchwyrd and striking at him with the Khakkara.
Khakkara Attack VS Witchwyrd: 1d20 + 10 ⇒ (16) + 10 = 26
Korakai VS Witchwyrd: 1d4 ⇒ 3 Image destroyed.
The Witchwyrd, using its ranseur, fights back against Korakai after taking a step away from the tengu.
Ranseur VS Korakai: 1d20 + 16 ⇒ (2) + 16 = 18
Ranseur VS Korakai: 1d20 + 16 - 5 ⇒ (3) + 16 - 5 = 14
The hound attempts to bite the goblin right in the face!
Jaws VS Hobbo: 1d20 + 11 ⇒ (16) + 11 = 27
Jaws Damage VS Hobbo: 1d10 + 6 ⇒ (7) + 6 = 13
Jaws VS Hobbo: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Jaws Damage VS Hobbo: 1d10 + 6 ⇒ (5) + 6 = 11
Jaws VS Hobbo: 1d20 + 11 - 10 ⇒ (1) + 11 - 10 = 2
24 Damage total to Hobbo, 8 damage to the Witchwyrd, 16 damage to the Stone Dog.
Pathfinders are up again!

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Wolstine again attempts to cast Lingering Composition, this time succeeding. All the Pathfinders get Inspire Courage for the next three rounds.
Perform: 1d20 + 13 ⇒ (13) + 13 = 26
Wolstine will move to her left, looking for a clearer shot on the Witchwyrd, and will fire, hitting her arm with the string as she stumbles over a rock, her arrow flying wildly off to one side.
+1 Striking Shortbow with 1 person of cover: 1d20 + 11 + 1 - 1 ⇒ (1) + 11 + 1 - 1 = 12
for 2d6 + 1 ⇒ (3, 6) + 1 = 10

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Hobbo yips in pain as the rock hound bites him a few times. "Naughty little doggo. Naughty indeed."
[A] Strike
+1 Striking Scimitar, Inspire Courage: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Damage: 2d6 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12
[A] Strike
+1 Striking Scimitar, Inspire Courage: 1d20 + 15 + 1 - 5 ⇒ (20) + 15 + 1 - 5 = 31 Crit I hope
Damage, Forceful: 2d6 + 4 + 2 + 1 ⇒ (2, 1) + 4 + 2 + 1 = 10
[A] Command Doggo to attack

Doggo the Wolfo |

"Woof woof". Doggo growls at the imposter dog.
If Hobbo kills the rock hound, Doggo will move and strike. If not, he'll strike twice.
[A] Strike
Jaws/Bite, Inspire Courage: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Damage: 2d8 + 3 + 1 ⇒ (7, 5) + 3 + 1 = 16
[A] Strike
Jaws/Bite, Inspire Courage: 1d20 + 12 + 1 - 5 ⇒ (13) + 12 + 1 - 5 = 21
Damage: 2d8 + 3 + 1 ⇒ (8, 3) + 3 + 1 = 15

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Rex decides to try to quickly get rid of the remaining images.
He tosses a bottle of electricity first.
◈ Strike - Bottled Lightning - Moderate (alchemical, bomb, consumable, electricity, splash)
Attack: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20
Damage (Electricity): 2d6 + 1 ⇒ (4, 5) + 1 = 10
Additional Effect: flat-footed until the start of my next turn.
Splash Damage: 2 electricity.
◈ Strike - Dread Ampoule - Moderate (alchemical, bomb, consumable, mental, splash)
Attack: 1d20 + 16 + 1 - 5 ⇒ (15) + 16 + 1 - 5 = 27
Damage (Mental): 2d6 + 1 ⇒ (3, 1) + 1 = 5
Additional Effect: frightened 1 (frightened 2 on a critical hit).
Splash Damage: 2 mental.
◈ Strike - Blight Bomb - Moderate (alchemical, bomb, consumable, poison, splash)
Attack: 1d20 + 16 - 10 + 1 ⇒ (13) + 16 - 10 + 1 = 20
Damage (Posion): 2d6 + 1 ⇒ (6, 2) + 1 = 9
Additional Effect: 2d4 persistent poison damage.
Splash Damage: 2 poison.
If the first attack is a miss, I will spend a hero point to reroll.
Attack: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Remember that an attack that misses, but not critically still deals splash damage to the target (and still gets rid of an image).

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Wolstine's arrow fails to find its mark, lodging into a nearby boulder.
Hobbo lands a vicious counter attack against the sod hound, and it crumbles before the wounded goblin.
The Doggoth misses the true Witchwyrd, but destroys one of the images it produced.
Rex Mirror Image: 1d2 ⇒ 1 My dice seem to hate mirror images.
The splash of the first bomb shatters the final mirror image, and the two that follow are able to land true against the Witchwyrd.
Korakai now has an opening to use his powers against the Witchwyrd, thus he calls upon the Tempest Touch power.
Step, Cast, Strike.
Tempest Touch Cold and Bludgeoning and Shock: 3d4 + 3d4 + 3 ⇒ (1, 1, 4) + (2, 2, 1) + 3 = 14
Witchwyrd Fort Save DC21: 1d20 + 13 ⇒ (7) + 13 = 20Fail.
Khakkara Attack VS Witchwyrd: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Khakkara Damage VS Witchwyrd: 1d10 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Round 3: FIGHT!
Light Condition: Normal
Active Buffs: Bardic Performance
Active Penalties: None
Wolstine(-0,Fine)
Rextangalin(-0,Fine)
Korakai(-7,Fine)
Hobbo the Gobbo(-24,Fine)
Doggo the Doggo(-2,Fine)
Witchwyrd(-37,-10 Speed for 1 Round)
Sod Hound(-48,Dead)
The Witchwyrd looks badly bruised and beaten, but is still standing. It sees that there are multiple threats, thus it attempts to stop the Alchemist Rextangalin.
Will save from Rextangalin
You feel compelled to do a ton of push ups non stop! You need to get swol!
Then the Witchwyrd punches Korakai for good measure.
Fist VS Korakai: 1d20 + 15 ⇒ (10) + 15 = 25
Fist Damage VS Korakai: 1d6 + 6 ⇒ (3) + 6 = 9
Pathfinders are up!

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Will: 1d20 + 11 ⇒ (18) + 11 = 29
"Hmm," he wonders audibly but then quickly dismisses the thought.
"You want to play catch? Maybe try this, then."
Rex moves and then telekineticly tosses a rock at the four-armed creature.
◈◈ Cast a Spell - Telekinetic Projectile (attack, cantrip, evocation)
Tradition: occult
Components: somatic, verbal
Range: 30 feet
Targets: 1 creature
Attack: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Damage (Bludgeoning): 4d6 + 4 + 1 ⇒ (5, 6, 4, 5) + 4 + 1 = 25

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Wolstine looks hard at the Witchwyrd. This looks like markedly unlucky position to be in sir. Perhaps you should reconsider your hostility.
She casts Ill Omen on the Witchwyrd (DC 21 Will Save).
Then fires an arrow at it.
+1 Striking Shortbow: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
for 2d6 + 1 ⇒ (2, 3) + 1 = 6 piercing damage.

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Hobbo grimaces as he waddles over to the witchwyrd.
[A] Stride
[A] Strike
+1 Striking Scimitar, Inspire Courage: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Damage: 2d6 + 4 + 1 ⇒ (6, 3) + 4 + 1 = 14
[A] Command Doggo

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The witchwyrd stumbles, blood dripping from its wounds gained by the barrage of attacks from the Pathfinders. Korakai attempts to finish it off.
Electric Arc VS Witchwyrd: 3d4 + 4 ⇒ (2, 2, 1) + 4 = 9
Witchwyrd Reflex DC21: 1d20 + 13 ⇒ (7) + 13 = 20
Round 2: FIGHT!
Light Condition: Normal
Active Buffs: Bardic Performance
Active Penalties: None
Wolstine(-0,Fine)
Rextangalin(-0,Fine)
Korakai(-7,Fine)
Hobbo the Gobbo(-24,Fine)
Doggo the Doggo(-2,Fine)
Witchwyrd(-91,Fine)
Sod Hound(-48,Dead)
With survival being against the witchwyrd, it decides to make a tactical withdrawal via teleportation.
Behind at the pillar where it was previously is a satchel. It is full of planar maps, intricate devices, and etched gold medallions. This will be worth a good sum of gold to the right buyer.
The pathfinders and Eliza continue through what is left of the maze, and find themselves back at Woodsedge Lodge with their samples. A group of sages and arcane spellcasters arrive to welcome you back. "Most excellent, you have returned! Though where is Rainfickle?"
Eliza shakes her head and hands them the satchel. "See that he receives a resurrection, at the society's expense." They look grimly inside. "Poor halfing and squirrel." A cleric is called in to take the satchel away.
With that solved, Eliza turns to you all. "Well, I am glad this is all over and done with. Without your help, things wouldn't have gone so smoothly. Rest here for tonight, and tomorrow I will arrange... More stable teleportation for you."
Going to double check the treasure bundles acquired. It is somewhere in the 8 to 10 range. Chronicles will go out in a day or two. Sorry about the pacing at the end.
Primary Success is Helping Eliza gather 4 samples, which you did.
You stopped the false halfling from tricking you guys into failing the secondary condition, which was gather 4 samples and no more than 1 phytolith. Had you gathered more than the 1 at the start of the adventure, the Axiomites would have attacked you on sight.

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Thanks for running GM Worg! Nice to be in the maze without encountering it's other denizen. I'm assuming we need to do downtime and boons?

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Downtime yes, but boons for PF2 are purchased through points. By playing this game and me reporting it, everyone should get more points than usual games due to it being a convention.

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Thank you for running. This was a fun scenario and a good group!
Looks like Hobbo didn't roll for day job. Using Experienced Smuggler to do task of level-1 instead of level-2
Lore (Underworld): 1d20 + 9 ⇒ (18) + 9 = 27
Also, Hobbo has the Boon Charitable Adventurer slotted to gain 2 more reputation.

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Wolstine is field commissioned, so 12 days of downtime and barely a success.
perform: 1d20 + 13 ⇒ (6) + 13 = 19

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