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Lydia runs up to the creature and strikes twice
Strike w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (1) + 22 = 23
S dmg: 2d6 + 2 ⇒ (5, 1) + 2 = 8 | +fire,cold: 1d6 + 1d6 ⇒ (2) + (6) = 8 | +sneak vs OG: 3d6 ⇒ (3, 5, 2) = 10 | (If vs OG) +Debilitating strike: No reactions
Strike w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (6) + 22 - 4 = 24
S dmg, twin: 2d6 + 2 + 2 ⇒ (5, 2) + 2 + 2 = 11 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (2) = 6 | +sneak vs OG: 3d6 ⇒ (3, 2, 3) = 8 | (If vs OG) +Debilitating strike: No reactions
Actions: ◆Stride ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
sorry double shift today so just posting to not hold everyone up. Gang Up will give everyone in melee flank

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intimidate-demoralize: 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45
"This is the end snake-woman. You're surrounded. Surrender or perish!"
bastard sword, CA, OG: 1d20 + 25 + 1 ⇒ (1) + 25 + 1 = 27
damage-slashing, electrical: 2d8 + 8 + 1 + 1d6 ⇒ (4, 3) + 8 + 1 + (6) = 22
bastard sword, CA, OG: 1d20 + 25 + 1 - 5 ⇒ (3) + 25 + 1 - 5 = 24
damage-slashing, electrical: 2d8 + 8 + 1 + 1d6 ⇒ (3, 6) + 8 + 1 + (2) = 20
Astrid swings her sword half-heartedly at the naga, giving her a chance to properly surrender.
demoralize, strike, strike
Don't forget Astrid's moderate dread rune

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Occult: 1d20 + 22 ⇒ (3) + 22 = 25
Quinoline chucks a bottle of sparking stuff at Jamimpi. It misses by a hair but Jamimpi flinches at the splash. She tries again with another bottle of sparky stuff but this one misses by a mile. (Crit Fail on the second one).
Lydia dashes into a flank with Jamimpi and attempts to poke her but fails on both attempts.
Astrid shouts a battle cry at Jamimpi which does rattle her. Both strikes, however, don't connect.
Jamimpi moves away from the crush of Pathfinders to a safe distance and unleashes a spell.
Astrid/Orin, if you'd like to use your reactive strike, go for it! :)
Will: 1d20 + 26 ⇒ (1) + 26 = 27
Kicks the dice bot

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Orin AoO: 1d20 + 24 ⇒ (2) + 24 = 26
piercing: 2d6 + 8 ⇒ (4, 5) + 8 = 17

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bastard sword, CA: 1d20 + 25 ⇒ (20) + 25 = 45
damage, slashing, electrical, CA: 2d8 + 8 + 1 + 1d6 ⇒ (8, 8) + 8 + 1 + (2) = 27
"That doesn't look like surrendering to me. Seems like you need some more convincing."
Reactive strike

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Since Astrid's reactive strike was a crit, the naga is off-guard until the start of Astrid's next turn.

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Jamimpi moves away from the crush of Pathfinders to a safe distance and unleashes a spell.
What did she cast?

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Jamimpi moves to get clear of the Pathfinders. Orin and Astrid take advantage of this and lash out. Unfortunately for her, Astrid strikes her and completely stops her right in her tracks. With a scream of pain, Jamimpi manages to focus enough to heal herself.
Heal, 5th Rank: 5d8 + 40 ⇒ (6, 6, 6, 8, 4) + 40 = 70
She was supposed to move away and cast an offensive spell. But since the crit disrupted her movement, all she can do now is heal herself...
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Courageous Anthem: Rd 3 of 4 (Rex's turn)
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Fire:
------------------
Those with ** may go
Jamimpi (-46; F2; OG)
**Lydia - AC 30 (32 Nimble Dodge) 82/129
**Crystal Schattenauge - AC 29 (31 w/buckler) 149/151 (AC 31; Resist - 6Co, 10Fi/Ac/El)
**Quinoline Silicate - AC 30 (32 w/shield) 87/140 (Shield - H10, 80/80)
**Orin - AC 33 (35 w/shield) 145/185; (AC 35; Shield - H13, 98/104)
**Rex - AC 31 153/164 (Invisible; Quickened w/ Crossbow)
**Astrid Gertasdottir - AC 34 (36 w/shield) 94/176 (AC 36; Shield - H13, 64/104; Resist - 4Pi, 1Co/El/Vo)

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She was supposed to move away and cast an offensive spell. But since the crit disrupted her movement, all she can do now is heal herself...
A critical hit from a reactive strike disrupts manipulate actions, not move actions.

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GM Tiger wrote:A critical hit from a reactive strike disrupts manipulate actions, not move actions.
She was supposed to move away and cast an offensive spell. But since the crit disrupted her movement, all she can do now is heal herself...
Argh. I thought it disrupted all actions on crit. I'll let the heal stand. But she was going to cast vampiric exsanguination... buwahaha :)

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Hehe ... I made the exact same mistake in Isaku's game.
Quinoline moves up, and tries to stack some conditions on. I believe she's already OG for the whole round from Astrid's crit, so I'll go for frightened. If I'm mistaken, Quinoline will lob a bottled lightning instead.
Greater Dread Ampoule: 1d20 + 21 ⇒ (18) + 21 = 39
Mental: 3d6 ⇒ (1, 2, 2) = 5 plus 13 splash mental plus frightened 1 (frightened 2 on crit) plus DC 30 Fortitude vs dazzled (1 round)
Quinoline will lob a second bomb, a blight bomb. Just going to find out the hard way if she's resistant to poison.
Greater Blight Bomb, MAP: 1d20 + 21 - 5 ⇒ (5) + 21 - 5 = 21
Poison: 3d6 ⇒ (1, 4, 4) = 9 plus 13 splash poison plus 3d4 persistent poison
Or not ...

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The naga is currently Off guard until the start of Astrid's turn and it looks like she failed the save vs Astrid's dread rune so she is currently frightened 2 as well. Jamimpi (-46; F2; OG)

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Rex pulls out a flask of acid and slots it into his crossbow. He loads and fires again.
◆ Interact (draw acid flask)
◆ Interact (attach flask to alchemical crossbow)
◆ Reload Crossbow
◆ (quickened) Strike Crossbow: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
Piercing: 3d8 + 3 + 1 ⇒ (5, 2, 8) + 3 + 1 = 19
Acid: 1d6 ⇒ 4

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Orin follows, suddenly charging to the far side.
Pick vs Naga (OG?): 1d20 + 24 ⇒ (4) + 24 = 28
piercing: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Orin follows up with a second strike.
Pick vs Naga (OG?): 1d20 + 24 - 5 ⇒ (12) + 24 - 5 = 31
piercing: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Will Reactive Shield/Bonus Block or AoO, whichever comes first
Pick vs Naga): 1d20 + 24 ⇒ (19) + 24 = 43
piercing: 2d6 + 8 ⇒ (3, 6) + 8 = 17
If crit use below damage instead.
If Crit Double This: 2d10 + 8 ⇒ (3, 9) + 8 = 20
If Crit don't Double this: 1d10 + 8 ⇒ (8) + 8 = 16

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Jamimpi yelps at the slight headache that Quinoline gives her. She then screams as the attacks of Rex and Orin also find their marks.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Courageous Anthem: Rd 3 of 4 (Rex's turn)
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Fire:
------------------
Those with ** may go
Jamimpi (-102; F2; OG)
**Lydia - AC 30 (32 Nimble Dodge) 82/129
**Crystal Schattenauge - AC 29 (31 w/buckler) 149/151 (AC 31; Resist - 6Co, 10Fi/Ac/El)
Quinoline Silicate - AC 30 (32 w/shield) 87/140 (Shield - H10, 80/80)
Orin - AC 33 (35 w/shield) 145/185; (AC 35; Shield - H13, 98/104)
Rex - AC 31 153/164 (Invisible; Quickened w/ Crossbow)
**Astrid Gertasdottir - AC 34 (36 w/shield) 94/176 (AC 36; Shield - H13, 64/104; Resist - 4Pi, 1Co/El/Vo)

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Where do you think you're going? Crystal will try and reactive strike as the naga bolts.
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (15) + 23 = 38
piercing: 3d6 + 3 ⇒ (1, 1, 5) + 3 = 10
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 2
Crystal chases to tumble again, will hopefully strike and then raise the buckler.
acrobatics: 1d20 + 23 ⇒ (18) + 23 = 41
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (13) + 23 = 36
piercing: 3d6 + 3 ⇒ (5, 2, 5) + 3 = 15
corrosive: 1d6 ⇒ 3
fire: 1d6 ⇒ 1
precision if applied: 4d6 ⇒ (2, 6, 4, 4) = 16

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Lydia strides over to gang up on the naga and attempts to slice twice with her jagged swords.
Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (19) + 22 = 41
S dmg: 2d6 + 2 ⇒ (3, 3) + 2 = 8 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (4) = 8 | +sneak vs OG: 3d6 ⇒ (1, 2, 4) = 7 | +Debilitating strike: No reactions 1 round
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (13) + 22 - 4 = 31
S dmg, twin: 2d6 + 2 + 2 ⇒ (2, 6) + 2 + 2 = 12 | +fire,cold: 1d6 + 1d6 ⇒ (6) + (3) = 9 | +sneak vs OG: 3d6 ⇒ (1, 2, 3) = 6 | +Debilitating strike: No reactions 1 round
Actions: ◆Stride ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.

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"I'm still not hearing a surrender."
The shield maiden closes in to finish the fight.
sudden charge-bastard sword, CA: 1d20 + 25 + 1 ⇒ (2) + 25 + 1 = 28
damage-slashing, electrical, CA: 2d8 + 8 + 1 + 1d6 ⇒ (5, 3) + 8 + 1 + (6) = 23
bastard sword, CA: 1d20 + 25 + 1 - 5 ⇒ (19) + 25 + 1 - 5 = 40
damage-slashing, electrical, CA: 2d8 + 8 + 1 + 1d6 ⇒ (2, 7) + 8 + 1 + (1) = 19
◆◆ sudden charge, ◆ strike

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Crystal manages to also take a swipe at Jamimpi as she tries to move out of the way. Successfully gaining panache from a parkour move, she then pokes Jamimpi successfully before raising her buckler.
Astrid charges and tries to end the fight but only hits with her second blow. Lydia wades in and adds additional damage to the already beleaguered naga.
Jamimpi manages to step away before casting a spell. Unfortunately she leaves herself open to Orin, who immediately slams her in someplace vital. "ENOUGH!! ENOUGH!! I YIELD!!" she shrieks, and surrenders.
COMBAT OVER
"You have no idea what you've gotten yourselves into! I tried to stop you, but you only have yourselves to blame after this!"
As you take some time to heal yourselves, you hear what sounds like laughing kiddos from a cottage to the north. White circle

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Quinoline will advocate investigating, although, she's not going to be the one to open the door.

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Orin will push forward to the door and opens it, shield at the ready.

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"Hold on a minute Orin. Gimme a chance to catch my breath and repair Draugakrossari."
Astrid pulls out her repair kit and begins hammering away at her shield as her wounds slowly close.
crafting-repair shield DC27: 1d20 + 16 ⇒ (8) + 16 = 24
crafting-repair shield DC27: 1d20 + 16 ⇒ (14) + 16 = 30
crafting-repair shield DC27: 1d20 + 16 ⇒ (4) + 16 = 20
crafting-repair shield DC27: 1d20 + 16 ⇒ (5) + 16 = 21
crafting-repair shield DC27: 1d20 + 16 ⇒ (2) + 16 = 18
crafting-repair shield DC27: 1d20 + 16 ⇒ (12) + 16 = 28
crafting-repair shield DC27: 1d20 + 16 ⇒ (12) + 16 = 28
crafting-repair shield DC27: 1d20 + 16 ⇒ (18) + 16 = 34
Astrid has quick repair so this takes 8 minutes. She heals 8 HP during this time leaving her at 102/176 HP
She bangs away with more enthusiasm than skill but eventually manages to fully repair her shield. She smiles in satisfaction and puts her tools away. She winces in pain as she dons her backpack. "Shield's good as new. Can't quite say the same for myself though. Hey Quin! I don't suppose you have an elixir or two you could spare?"

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Quinoline does have 2 versatile vials left (so 2 elixirs), but GM seemed OK handwaving it, so I didn't offer, and Quinoline would prefer to be at maximum versatile vials when we head out.
Astrid's down the most at 82, so 4 or 5 rounds of Expert Treat Wounds. After 3 rounds, Quinoline's full on versatile vials, so she could start making 2 moderate elixirs of life with the spillover, and cap it at 40 min for the rest time.
Is that okay for handwaving? I can roll it out if necessary. I'm not sure who else has resourceless, out of combat healing.

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You head to the cottage and you see a bunch of kiddos playing outside. "Are you friends of Csilla? We're waiting for her come home again so we can play!"
You can retcon your interaction with the kids if you like
Orin moves up and opens the door with his shield in front of him.
This quaint cottage is simply yet cozily furnished with a small table, potbelly stove, and large bed with a trundle sticking out from underneath. Neatly folded on the trundle is a handmade quilt. While threadbare, it appears to be well cared for. More conspicuously, the wall next to the desk is giving off a faint glow in the shape of a door.
You notice that the quilt has something nestled inside it. Retrieving the item, you find a simple, scrap leather-bound journal with a stylized butterfly on its cover. The journal’s cover bears no title, but the inside cover is replete with a galaxy of stars, a single solitary constellation definable among them.
DC 24 Perception:
Every wall of the house starts to shimmer. A stone doorway appears where the lone glowing patch was, filled with a vast black sea of stars.

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Handwaving is ok since you don't really have any special damage (i.e. it's just hp) so it's not an issue. You're actually the first group that got through that encounter relatively unscathed... The last 2 groups came out of there with a Drained 1 PC

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Lydia also has ward medic+continual recovery to heal 2 people at a time every 10 minutese FWIW.
"Yes, we're friends of Csilla and I'm sure she'll be able to play again soon" Lydia offers, not sure what to say to the children and not fully trusting them.
Perception DC 24: 1d20 + 20 ⇒ (18) + 20 = 38
Lydia looks around the cottage and finds a hidden compartment, "I don't suppose we can take this out of the mindscape?" Lydia smirks holding up a +2 Greater Striking Frost Starknife for anyone to take.

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Orin also has quick repair and is a master with the crafter's eyepiece, so can repair with quite a bit more efficiency if needed. Orin also has Ward Medic and Continual Recovery and is an expert medicine with +22.
"Nicely done Astrid, if you ever want some Dwarven pointers, I'm happy to show you." notes Orin as he repairs his shield as well.
Orin looks around, not particularly interested in the starknife but does take more interest in the journal.
"This constellation mean anything to anybody?" as he holds up the scrap leather-bound journal with a stylized butterfly on its cover and no title. Opening it to show the inside cover that is replete with a galaxy of stars, a single solitary constellation definable among them.

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"Yes, we're friends of Csilla and I'm sure she'll be able to play again soon" Lydia offers, not sure what to say to the children and not fully trusting them.
"Have you seen anyone go into this cottage?" Quinoline asks, before the Pathfinders head in.
Presumably, they don't say anything that would have caused us to change our minds.
---
Quinoline tries to identify the constellation.
Skills in the character sheet. Nothing astronomy-related.

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"Nicely done Astrid, if you ever want some Dwarven pointers, I'm happy to show you." notes Orin as he repairs his shield as well.
Astrid shrugs. "Papa tried to teach me a bit of smithing. Some of his lessons stuck but I never really took to it. It's much more fun to break shields than to repair them."
"This constellation mean anything to anybody?" as he holds up the scrap leather-bound journal with a stylized butterfly on its cover and no title. Opening it to show the inside cover that is replete with a galaxy of stars, a single solitary constellation definable among them.
Astrid gives the constellation a cursory glance as she moves to investigate the far more interesting glowing wall. "It looks like a door." She gives the 'door' a slight shove. The walls of the house begin to shimmer and a stone doorway appears where the lone glowing patch was, filled with a vast black sea of stars. The shield maiden nods in satisfaction. "Definitely a door."
Astrid has lore (any) at +14 to examine the constellation and the butterfly.

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Crystal would follow the group to the cottage. However being able to identify the portal or anything symbolic is going to be beyond her as well.

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"Soo...We should go through the door, right?"

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Assuming you do go through the door...
The stone door stands behind you, alone in an endless black abyss. Before you, tall granite walls stretch for miles in both directions and into the empty sky. The only break in them is in front of you, a hallway into the unknown. A copper sign is nailed into the stone on the right of the opening, its words seeming to shift between languages. The letters rearrange themselves into Taldane: “The Maze of the Mind is forbidden. No one who enters will live to see the end.” Everything is blanketed in an eerie silence.
The labyrinth is composed of five sections. In order to navigate a section of the labyrinth and reach the next one (or the end for the final section), the group needs to earn a number of Navigation Points equal to the number of PCs. These successes can be accumulated over multiple 10-minute exploration activities, but a group cannot move through more than one section in a single 10-minute period. Once they reach the next section, all excess points are lost. The PCs gain points through the exploration activity below.
NAVIGATE THE LABYRINTH
You spend 10 minutes attempting to find the right path forward through this winding labyrinth.
Perception to Seek
Scouting Lore to RK
Survival to Sense Direction
Any other skill (make it fit, I'm an easy sell)
Based on the results of your check, you gain Navigation and Observation Points as follows:
CS: 2 NP
S: 1 NP
F: 1 OP
CF: 2 OP
You are also aware of the labyrinth's inherent instability so instead of spending 10 minutes to navigate, you can also spend that time to calm the maze.
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

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WHISPERING WALLS
The stone walls are covered in ivy, deepening the labyrinth’s disorienting secrets. From within the ivy, whispers emerge. The voices sound similar to various individuals lost by those present, but they are not clear enough to discern any meaning. All paths appear the same, their identical nature making navigation especially difficult.
Additional Skills:
Arcana/Occultism to RK
Will Save to resist mental damage

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Orin does their best to find their way through the winding labyrinth.
Perception: 1d20 + 21 ⇒ (11) + 21 = 32

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I'll handle the maze. I don't have the magic catch to work the maze but strangely I know what makes it flip out. I've dealt with this sort of thing more than I could care for...
Crystal tries to play a tune on her flute that can bend the planes...
diplomacy: 1d20 + 23 ⇒ (10) + 23 = 33

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This thing is angry, angry I say. I can keep playing this thing, but we're only truly safe for the next ten minutes. I've had mixed results in the past, so hopefully the rest of you can move expeditiously.
Crystal shudders at some of her past memories.

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Easy sell, you say? In honor of the Lunar New Year, then ...
Quinoline Crafts an Uncommon item she learned on Evoking Day - a dwarven daisy. Lobbing the lit firecracker down the maze, she shatters the darkness and the silence in the serpentine hallways with a festive celebration.
Crafting: 1d20 + 24 ⇒ (15) + 24 = 39
If that's too much of a stretch, she'll just do Perception +18.

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LOL! I'll let you have this one... Hero Point to Quinoline for doing something totally unexpected! :)
Crystal soothes the maze, appeasing its anger and convincing it to leave the Pathfinders in peace.
Orin finds a path through the maze Success.
Quinoline lobs a firecracker down the maze and introducing some festivities to the normally somber environment. Crit Success
------------------
NAVIGATION TRACKER
Round: 1
Obstacle: WHISPERING WALLS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Arcana/Occultism to RK
* Will Save to resist mental damage
Special Conditions:
You can also try to calm the raging maze (see below)
Navigation Points: 3/6
Observation Points (Bad): 0
------------------
Those with ** may go
Orin
**Rex
**Astrid Gertasdottir
**Lydia
Crystal Schattenauge
Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

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"This place reminds me of one of Amma Nanni's stories. If I recall correctly..."
occultism-recall knowledge: 1d20 + 17 ⇒ (16) + 17 = 33

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Rex attempts to sort out some of the details of the maze... he tries hard to recall some story, any tale
Bardic Lore to recall knowledge...
Bardic Lore (Unmistakable Lore): 1d20 + 18 ⇒ (4) + 18 = 22 No information on a critical failure
lights, music, dancing? Was there...
↺ Kreighton's Cognitive Crossover - After failing a check to recall knowledge using bardic lore, Rex may retry the check using theater lore
Theater Lore (Unmistakable Lore): 1d20 + 22 ⇒ (4) + 22 = 26 No information on a critical failure
Rex gets lost in thought.

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Astrid recalls a piece of information that allows her to navigate the maze, but Rex seems to be unable to focus.
------------------
NAVIGATION TRACKER
Round: 1
Obstacle: WHISPERING WALLS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Arcana/Occultism to RK
* Will Save to resist mental damage
Special Conditions:
You can also try to calm the raging maze (see below)
Navigation Points: 4/6
Observation Points (Bad): 1
------------------
Those with ** may go
Orin
Rex
Astrid Gertasdottir
**Lydia
Crystal Schattenauge
Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

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Lydia speaks to the voices and attempts to convince them that she is a new voice trying to become familiar with the maze. She hopes they can help navigate.
Deception, Master DC 30: 1d20 + 23 ⇒ (4) + 23 = 27 Hero point if thats a fail
Deception, Master DC 30: 1d20 + 23 ⇒ (7) + 23 = 30

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Lydia, since Crystal already appeased the maze for the next 10 minutes, I'll redirect this to navigating the maze. The first roll is still a fail though :)
Lydia manages to tease a concession from the maze on which way to go.
------------------
NAVIGATION TRACKER
Round: 2
Obstacle: WHISPERING WALLS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Arcana/Occultism to RK
* Will Save to resist mental damage
Special Conditions:
You can also try to calm the raging maze (see below)
Navigation Points: 5/6
Observation Points (Bad): 1
------------------
Those with ** may go
**Orin
**Rex
**Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
**Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

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Orin continues to look for the path forward.
Peception: 1d20 + 21 ⇒ (4) + 21 = 25

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Arcana: 1d20 + 24 ⇒ (17) + 24 = 41
Quinoline will stop fooling around with firecrackers and Recall Knowledge.

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Crystal will try to keep the maze at bay for at least another 10 minutes.
"So far, so good, everyone, keep it up.
diplomacy: 1d20 + 23 ⇒ (14) + 23 = 37

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Lydia continues her ruse and attempts to extract more information from the voices
deception to navigate: 1d20 + 23 ⇒ (10) + 23 = 33

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I think that Quinoline's roll puts us at the next stage but just in case we're waiting on me here's a roll.
occultism: 1d20 + 17 ⇒ (6) + 17 = 23

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Orin attempts to navigate but can't find the route. Quinoline uses her extensive knowledge and finds the most efficient path.
Rex's Nature (M): 1d20 + 20 ⇒ (17) + 20 = 37
Rex finds the path while Lydia manages to extract more info from the voices. Crystal also convinces the maze to stay calm.
Astrid Gertasdottir's Perception (M): 1d20 + 19 ⇒ (18) + 19 = 37
Astrid also finds a suitable path.
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NAVIGATION TRACKER
Round: 3
Obstacle: SURROUNDED BY STARS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Nature/Religion/Astronomy Lore to RK
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calmed until end of Turn 3
Navigation Points: 3/6
Observation Points (Bad): 2
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Those with ** may go
**Orin
**Rex
**Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
**Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

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Orin continues to look for a path through the maze.
Perception: 1d20 + 21 ⇒ (15) + 21 = 36