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"They are too far away!" Griphook continues to counteract the fey music with his own by playing a bit louder.
DC 16 Performance: 1d20 + 12 ⇒ (19) + 12 = 31

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Sure, let's not make this worse than it already is.
Hero Point reroll for Will Save: 1d20 + 4 ⇒ (7) + 4 = 11
Will Save: 1d20 + 4 ⇒ (15) + 4 = 19
Savan sways to the music for a bit and then shakes his head. "Wait, what were we doing?"

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Griphook continues to play music in a louder volume. It works as Savan snaps out of the alluring music and drags the other Pathfinders down the trail. The trail takes the you back to the courtyard, where Narven's 15-foot-tall statue attempts to trip the pursuers with its staff.
------------------
CHASE TRACKER
Round: 7
Race Map
Obstacle: NARVEN'S STATUE
Skills:
DC 16 Acrobatics / DC 18 Deception to avoid the staff
DC 18 PFS Lore / Society to confuse the statue with facts about Narven
Successes: 0/5
Racoon Dog Location: 4 obstacle(s) ahead
------------------
Those with ** may go
Griphook
**Mrs Crinkle
**Norbwald
Savan Genieshot
**Zelphari Caryarus

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deception: 1d20 + 10 ⇒ (5) + 10 = 15 Sigh...
Zelphari attempts feinting to the left as the staff descends, but it turns out that was where Narven was going for.

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The others pull Mrs. Crinkle away from the fey music. "Oh, pooh, dearies! I was having a ball. Heehee!" But once she's beyond earshot, she spots the large statue trying to sweep Zelphari off his feet. "Ooo! Heehee! Too slow for meee!" She taunts as she dashes by.
Acrobatics: 1d20 + 6 ⇒ (19) + 6 = 25
"Now, where's that little prey doggy? Heehee?"

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Chair acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Norbwald's chairs zigs.
"Zag, I wanted to Zag!" complains Norbwald.

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For Round 8 in Narven's Statue obstacle...
"You can hit me if you shwing it a little bit lower, right here." Griphook gives the statue an ill advice while Narven swings the staff on them.
DC 18 Deception: 1d20 + 9 ⇒ (17) + 9 = 26

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Zelphari and Norbwald zig left but crash into each other and end up getting clobbered by the statue. Mrs Crinkle easily avoids the statue's swipe and dashes by.
Griphook lures the statue to swing to the left while the goblin dives to the right instead.
------------------
CHASE TRACKER
Round: 8
Race Map
Obstacle: NARVEN'S STATUE
Skills:
DC 16 Acrobatics / DC 18 Deception to avoid the staff
DC 18 PFS Lore / Society to confuse the statue with facts about Narven
Successes: 3/5
Racoon Dog Location: GOAL
------------------
Those with ** may go
Griphook
**Mrs Crinkle
**Norbwald
**Savan Genieshot
**Zelphari Caryarus
Another choice. Please decide as a group which way you want to go.
A dense thicket of thorns and brambles blocks the path.
A witch's hut guards the area, scaring and chasing strangers away. You see paw prints heading in this direction.

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Voting for Witch's Hut.

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deception: 1d20 + 10 ⇒ (7) + 10 = 17
Zelphari thought he almost got it this time, but the statue proves to be more cunning.

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Glancing back over her shoulder, Mrs. Crinkle can't help but giggle at the sight of the statue tripping her teammates. Even so, she can't let a hunk of rock defeat these kids. She loops back and does a jig around the statue to give the others a chance to get away. "Go on, boys! I'll distract it! Looky-see! Looky-see! Big fat statue can't trip me! Heehee!"
Acrobatics DC 16: 1d20 + 6 ⇒ (12) + 6 = 18

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More Chair, more acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27

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Norbwald's chair cooperates and does a fancy avoidance of the staff. You head into some woods, where a Witch's hut stands guard and either chases or scares intruders away. You also see paw prints and all sorts of detritus on the path, indicating that your quarry passed this way.
Because you took the same path as the racoon dog, you all get a +1 bonus to your checks for this obstacle
------------------
CHASE TRACKER
Round: 8
Race Map
Obstacle: WITCH'S HUT
Skills:
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 18 Stealth/DC 20 Deception to sneak past
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 0/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
**Mrs Crinkle
Norbwald
**Savan Genieshot
**Zelphari Caryarus

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Mrs. Crinkle flashes Savan a grin and a thumbs up, then hikes up her bulgy skirt to tiptoe past the witch's hut. Her lips quiver, pressed tightly together, trying to suppress her giggles.
Stealth DC 18: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

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Savan manages to block the magic while Mrs Crinkle easily gets by the Witch's Hut.
------------------
CHASE TRACKER
Round: 9
Race Map
Obstacle: WITCH'S HUT
Skills:
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 18 Stealth/DC 20 Deception to sneak past
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 2/5
Racoon Dog Location: n/a
------------------
Those with ** may go
**Griphook
**Mrs Crinkle
**Norbwald
**Savan Genieshot
**Zelphari Caryarus (2 checks: Rd 8 and 9)

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Griphook draws symbols in the air as he moves away from the magical hut to counter its magic on them.
DC 16 Occultism: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Argh!
EDIT:
I will hero point the roll above.
Griphook refines his symbols to be more effective, thanks to Norbwald's crayons that he borrows mid-performance.
DC 16 Occultism: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

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You wanna hero point your stick figures? Maybe you can borrow Norbwald's crayons?

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Norbwald gladly share's the kid's crayons with Griphook.
Occultism: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Without them though, his own symbols seem to suffer.

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Griphook and Norbwald share crayons to draw symbols. Unfortunately, Griphook just happened to be using the color Norbwald needed to perfect his symbol. Griphook's symbol drives the magic away from both of them, however.
Just to keep us moving. Next obstacle is below (only make that skill check after you get the last success for the current obstacle, however):
You enter a section of the maze that is enchanted to constantly shift and change, making it difficult to find a way through.
DC 16 Perception to anticipate the next change
DC 18 Reflex / DC 20 Acrobatics to react to a change in the walls
------------------
CHASE TRACKER
Round: 9
Race Map
Obstacle: WITCH'S HUT
Skills:
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 18 Stealth/DC 20 Deception to sneak past
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 4/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
**Mrs Crinkle
Norbwald
**Savan Genieshot
**Zelphari Caryarus

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Savan manages to hold off the magic long enough for the party to get past the Witch's hut.
You immediately find yourselves in a a section of the maze that is enchanted to constantly shift and change, making it difficult to find a way through.
------------------
CHASE TRACKER
Round: 9
Race Map
Obstacle: SHIFTING LABYRINTH
Skills:
DC 16 Perception to anticipate the next change
DC 18 Reflex / DC 20 Acrobatics to react to a change in the walls
Successes: 0/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
**Mrs Crinkle
Norbwald
Savan Genieshot
**Zelphari Caryarus (2 checks - Rds 8 and 9)

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perception DC16: 1d20 + 6 ⇒ (5) + 6 = 11
perception DC16: 1d20 + 6 ⇒ (9) + 6 = 15
Zelphari keeps an outward calm, but inside, he is increasingly frustrated by how confounding the maze has been for him.

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"Ooo! This is exciting! Heehee!" Mrs. Crinkle widens her peepers to spot the changes the moment they begin to shift.
DC 16 Perception: 1d20 + 7 ⇒ (20) + 7 = 27

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For Round 10 in Shifting Labyrinth obstacle...
"Where to go?! Where to go?" Griphook moves quickly before the crazy labyrinth brings him into the unknown location!
DC 18 Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Hero Point! DC 18 Reflex: 1d20 + 10 ⇒ (12) + 10 = 22

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Zelphari is unable to predict how the maze will change. Mrs Crinkle easily make a prediction (eenie meanie miney mo). Griphook manages to make changes to the changing landscape.
Last decision to make
A sudden snowstorm sweeps through the maze, making it difficult to see and navigate. Paw prints are visible in the snow, as well as all manner of items.
All manner of poisonous plants thrive in this section of the maze, but only some are poisonous to touch.
------------------
CHASE TRACKER
Round: 10
Race Map
Obstacle: SHIFTING LABYRINTH
Skills:
DC 16 Perception to anticipate the next change
DC 18 Reflex / DC 20 Acrobatics to react to a change in the walls
Successes: 3/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
**Mrs Crinkle
**Norbwald
**Savan Genieshot
**Zelphari Caryarus

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Reflex Save: 1d20 + 10 ⇒ (15) + 10 = 25
Savan races across the path, almost looking like he's dancing as he dodges and tracks the shifting maze.
Heavy Snowfall. Sounds like that's the way the creature went.

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"Snowball fight! Heehee!" Mrs. Crinkle scoops up handfuls of snow and chucks them at her teammates as she bounds after Savan's much longer strides. Snow collects on her blood-red sweater dress in clumps.
DC 16 Perception: 1d20 + 7 ⇒ (20) + 7 = 27

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Mrs Crinkle easily anticipates the change of scenery and heads towards the snowed in path.
Savan also manages to find a trail where there appears to be none.
I kept your roll of 15.
------------------
CHASE TRACKER
Round: 10
Race Map
Obstacle: HEAVY SNOWFALL
Skills:
DC 16 Survival/DC 18 Perception to navigate in poor visibility conditions
DC 20 Fortitude to carve a path through the dense snow
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 1/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
Mrs Crinkle
**Norbwald
Savan Genieshot
**Zelphari Caryarus

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Norbwald tries to peer through the snow.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

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For Round 11 at Heavy Snowfall Obstacle.
Griphook follows Norbwald to get past the heavy snowfall.
DC 18 Perception: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
The gnome is too far and the snow falling on them is too thick to follow the gnome that is now out of his sight.
DC 18 Perception: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

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Norbwald manages to find a path and charge ahead. Griphook is unable to keep up and ends up buried in a snowbank.
------------------
CHASE TRACKER
Round: 11
Race Map
Obstacle: HEAVY SNOWFALL
Skills:
DC 16 Survival/DC 18 Perception to navigate in poor visibility conditions
DC 20 Fortitude to carve a path through the dense snow
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 2/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
**Mrs Crinkle
**Norbwald
**Savan Genieshot
**Zelphari Caryarus (2 checks: Rd 10 and 11)

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"Ooo, the drifts are taller than me! Heehee!" Mrs. Crinkle jumps up and down, trying to see where to go.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
It's a good thing she has no aspiration to play basketball; her vertical jump is barely existent.

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Mrs Crinkle also tries to find a path ... and joins Griphook in the snowbank...
------------------
CHASE TRACKER
Round: 11
Race Map
Obstacle: HEAVY SNOWFALL
Skills:
DC 16 Survival/DC 18 Perception to navigate in poor visibility conditions
DC 20 Fortitude to carve a path through the dense snow
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 2/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
Mrs Crinkle
**Norbwald
**Savan Genieshot
**Zelphari Caryarus (2 checks: Rd 10 and 11)

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Norbward remembers his +1 for good luck in navigating this round.
perception: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Should have kept forgetting

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Norbwald manages to find the same snowbank Griphook is sharing with Mrs Crinkle. They take some time to have a drink to warm up before trying to find the path again...
------------------
CHASE TRACKER
Round: 11
Race Map
Obstacle: HEAVY SNOWFALL
Skills:
DC 16 Survival/DC 18 Perception to navigate in poor visibility conditions
DC 20 Fortitude to carve a path through the dense snow
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 2/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
Mrs Crinkle
Norbwald
**Savan Genieshot
**Zelphari Caryarus (2 checks: Rd 10 and 11)

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perception DC18: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
perception DC18: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Zelphari continues to stumble around in the maze, this time bogged down by the snowbanks.

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Savan and Zelphari join the Pathfinder Happy Hour in the snowbank. Though you do believe you need to get back to work eventually... Griphook still can't find the trail.
------------------
CHASE TRACKER
Round: 12
Race Map
Obstacle: HEAVY SNOWFALL
Skills:
DC 16 Survival/DC 18 Perception to navigate in poor visibility conditions
DC 20 Fortitude to carve a path through the dense snow
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 2/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
**Mrs Crinkle
**Norbwald
**Savan Genieshot
**Zelphari Caryarus

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"Alrighty kiddos, time for teamwork! I'll hoist one of you up on my shoulders for a better look around. Who wants a boost? I promise no funny business. Heehee!" Mrs. Crinkle pantomimes tickling the feet of an imaginary person on her shoulders.
Athletics to Aid whoever wants to ride on her shoulders, base DC 15: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
If using Athletics isn't okay, we can switch to Fortitude, which has the same modifier.

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Perception: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Savan isn't sure he should be on the shoulders of an old woman at first, but Crinkle hauls him right up for him to have a look around.

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Perception: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Norbwald finishes off a drink with Mrs. Crinkle and gets back to work looking.

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Savan and Norbwald manage to locate the trail.
Mrs Crinkle, I'd normally let you keep the Aid roll. However, as both Aid and the +1 bonus are circumstance bonuses, they won't stack unless you'd rolled a crit success. Up to you if you want to change it to something else (GM accidentally drops a clacky rock on the floor and bends down to look for it)

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------------------
CHASE TRACKER
Round: 12
Race Map
Obstacle: HEAVY SNOWFALL
Skills:
DC 16 Survival/DC 18 Perception to navigate in poor visibility conditions
DC 20 Fortitude to carve a path through the dense snow
Special Conditions:
* +1 bonus to all checks for finding the trail of your quarry
Successes: 4/5
Racoon Dog Location: n/a
------------------
Those with ** may go
Griphook
**Mrs Crinkle
Norbwald
Savan Genieshot
**Zelphari Caryarus

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perception DC18: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Finally, Zelphari spots a path through the heavy snowfall.

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Zelphari manages to spot a path through the snow. Relieved, you head out and find, incredibly, a party...
In the large clearing ahead, the air is thick with the sounds of laughter, music, and the clinking of cups. The full moon and colorful lanterns paint the maze walls with hues of red and silver, and dozens of raccoon dog-like humanoids dance and frolic on the lawn. They cheer and applaud as performers take the stage. One of the performers jumps in the air, does a backflip, and as she lands on the stage, she has turned into a beautiful crane, standing on one foot.
Suddenly, someone in the crowd yells, "Intruders!" Looking worried, the cavorting creatures turn toward the entrance and fall silent. After a few moments of confusion, two of the furry creatures step forward, one of them gray and burly, the other short and frail. The latter speaks up, "Well met, I am Mimiko, a village elder of the tanuki enclave upriver from Wanshi in Minkai. This is Kenta, also an elder." Kenta nods in agreement. Looking at the crowd around her, she continues, "And these, these are my people. My fellow tanuki. We love a good party, as you can see. Who do we have the honor to be talking to, by the way? What brings you here, to our party, my dears? Why do you look so cross?"

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Original post introducing our quarry here.
"Ooo! A party! I dearly love parties! Well, Mimiko and Kenta, we're pleased as punch to meet you! I'm Mrs. Crinkle, and these folks and I are from the Pathfinder Society. We've been trying to catch up to a tanuki like yourself so we can have a little chat with him. He's been pulling some fabulous pranks in our Maze, but they've been causing too much harm." Here she leans in conspiratorially. "--But I'd love to pick his brain for some less dangerous prank ideas. Heehee!"

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Norbwald takes another swig from his bag as his chair carries him forward to the Tanuki enclave.
Nodding "Norbwald here, the pranks, they're too much."