So my party just went insane in the vivified labyrinth (Spoilers)


Curse of the Crimson Throne


Well so the party just entered the vivifed labyrinth, and the entire party, except for the sorcerer failed their saves against symbol of insanity in room E8. So the sorcerer managed to knock out the entire party and is now dragging them around on his own.

The situation looks kind of hopeless, and with most of the party knocked out it isn't to much fun to play for most of my players. The sorcerer is about to meet Vimanda (In the guise of Vencarlo) and I was thinking she might help him get out of the dungeon.

Its a pretty frustrating situation, not only is the dungeon a pain to run, but running it with only one player seems to be doomed. How am I supposed to get the players out of this pickle in the quickest way possible? I just don't want them to find a teleport scroll or something, but I still want them to succeed.

Dark Archive

How about a teleport trap instead?


the David wrote:
How about a teleport trap instead?

I think that defies the purpose of the dungeon, they are supposed to go through the labyrinth. I don't want to use the deux-ex machina card since both me and my players hate that device.

The Exchange

Mortagon wrote:
the David wrote:
How about a teleport trap instead?
I think that defies the purpose of the dungeon, they are supposed to go through the labyrinth. I don't want to use the deux-ex machina card since both me and my players hate that device.

Death happens.


cp wrote:
Mortagon wrote:
the David wrote:
How about a teleport trap instead?
I think that defies the purpose of the dungeon, they are supposed to go through the labyrinth. I don't want to use the deux-ex machina card since both me and my players hate that device.
Death happens.

The sorcerer finally managed to get the party back on their feet by using a magic circle against evil spell allowing a new saving throw against the symbol effect, and healing them by using the fountain in area 5.


Mortagon wrote:
cp wrote:
Mortagon wrote:
the David wrote:
How about a teleport trap instead?
I think that defies the purpose of the dungeon, they are supposed to go through the labyrinth. I don't want to use the deux-ex machina card since both me and my players hate that device.
Death happens.
The sorcerer finally managed to get the party back on their feet by using a magic circle against evil spell allowing a new saving throw against the symbol effect, and healing them by using the fountain in area 5.

Nice. And I bet it's a lot more satisfying than the enemy helping them, huh?

Scarab Sages

OOO! My party enters at our next game.
Should be fun.. I need to read up on it more so I am ready.

Scarab Sages

How did they find out about the fountain?

My party went through the labyrinth three times. The first just exploring what each of the four positions held in the very first area. Then the rogue stepped into a separate area and pulled a lever, I think only expecting the room he was in to move. Imagine the surprise of the other PCs when they started moving too!

Spoiler:
And the surprise of the paladin who didn't make his save and took damage from being caught in the doorway when the rooms started turning! Ouch!

My group didn't fall victim to the insanity except for two characters. The party just bound them up and waited. When they didn't heal after a few minutes, then a few hours (!) they started to become concerned! I don't remember how they cured it, though.

Back to the fountain...

Spoiler:
Vimanda was able to heal up twice via the fountain IIRC, but no one in the party ever drank from either one.


azhrei_fje wrote:

How did they find out about the fountain?

My party went through the labyrinth three times. The first just exploring what each of the four positions held in the very first area. Then the rogue stepped into a separate area and pulled a lever, I think only expecting the room he was in to move. Imagine the surprise of the other PCs when they started moving too!

** spoiler omitted **

My group didn't fall victim to the insanity except for two characters. The party just bound them up and waited. When they didn't heal after a few minutes, then a few hours (!) they started to become concerned! I don't remember how they cured it, though.

Back to the fountain...

** spoiler omitted **

The party stumbled upon the fountain by touching the right orb.

Scarab Sages

Mortagon wrote:
The party stumbled upon the fountain by touching the right orb.

Yes, but how did they know of its positive benefits? My plays caught that it had a magical aura and wouldn't even get near it!!

Dark Archive

azhrei_fje wrote:
Mortagon wrote:
The party stumbled upon the fountain by touching the right orb.
Yes, but how did they know of its positive benefits? My plays caught that it had a magical aura and wouldn't even get near it!!

Sounds like some players I know...


azhrei_fje wrote:
Mortagon wrote:
The party stumbled upon the fountain by touching the right orb.
Yes, but how did they know of its positive benefits? My plays caught that it had a magical aura and wouldn't even get near it!!

They used detect magic and found out that it had an aura of conjuration (healing) magic and since the soulknife was badly wounded after the iron maiden trap he drank from it.

Sovereign Court

When I ran that adventure, I removed the Symbol of Insanity because I found it too harsh.

Scarab Sages

My group's rogue set it off and the group just tied him up and sat on him (figuratively speaking) until a few minutes passed. Then an hour passed. Then a few hours. And then they started getting desperate. ;)


half of my group got hit with that one. The rogue even had the rod of wonder in his hand, so every time he rolled to attack we ruled he would use the rod. We were laughing through the that whole night.


Just finished the Labyrinth three nights ago.

My 5 PCs set off the Insanity symbol almost as soon as they got into the labyrinth. They bee-lined right to it.

And the (normally) ever-searching rogue didn't bother to check that handle for traps, since she had searched the first handle and didn't find any traps. (And she had the rogue talent where she gets a free search check whenever shes within 10' of a trap but she failed that one. I prerolled a bunch of stuff for when they went through that maze.)

Of the five PCs, three went insane, including the fighter, the paladin, and the rogue. Leaving only the Oracle and the Druid who weren't insane. And the fighter on his first round of insanity ended up nearly chopping down the Oracle in one shot.

But they ran into Vimanda right away, as she was in the next room, and the party still had her silver dagger so she knew exactly where they were. They fell for her disguise and so I ended up having her help knock out the insane PCs and she led them to the healing fountain.

They ended up fighting her in Area 20. And once that fight was finished Sivit closed in on them coming from area 3. So they ended up fighting them back to back. And then they decided they would rest!! right there, which I was none too happy about. So once they started resting the labyrinth changed, and I had one of the raksashas from upstairs attack them during their rest.

Yeah the symbols were tough, the insanity one most of all. If not for the healing fountain and Vimanda's intervention the party would have probably killed themselves off in a few rounds, as all the heavy hitters in the party were already starting to fight each other.

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