I played through Delirium's Tangle in a live tabletop game with my Prophet of Kalistrade who totally doesn't become a befanged, furry, bloodlusting beast when injured. Although a scenario that is a pure dungeon crawl with no NPCs or role-playing to speak of, it does make good use of skill challenges and some original encounter variants to keep things fresh. It has a classic D&D feel and is a good scenario for a more relaxed night when people aren't in the mood for deep storytelling and angsty character development, but want something a *bit* more involving then beating up on orcs and bandits.
SPOILERS!
Delirium's Tangle is one of those adventures that has a really interesting backstory that the PCs will probably never learn about. It goes all the way back to when the elves first returned to Golarion (after their self-imposed exile when they foresaw the destruction of Earthfall). An elf named Abysiel Greensummer was the son of an ambassador and raised among humans, only to see them age and die in what seemed to him like mere flickers of time. He became obsessed with trying to slow aging and death, and his obsession led to him being contacted by a powerful entity from beyond the stars called the Void Whisperer. The Void Whisperer revealed to Abysiel the secrets of an artifact that could slow time called Izryen's Hourglass. Abysiel obtained the artifact and followed the Void Whisperer's instructions to install it in an intricate labyrinth of twisted geometry deep below Absalom. The labyrinth became known as the Tangle, and the Void Whisperer planned to use it--and Abysiel's body--as a portal to enter Golarion; but Abysiel's body was too weak, and he collapsed--alive but broken and feeble, unable to move or age or die. A millennium and a half later, and just a few decades ago, a tribe of morlocks burrowed into the Tangle and adopted Abysiel as a god-like figure. And most recently, just a few days ago, Grandmaster Torch discovered an account of an insane explorer who claimed to have entered and escaped from the Tangle, having seen Izryen's Hourglass at the center of it. Torch being Torch, he used a a magical rod to put a mind-whammy on Nuar Spiritskin (Absalom's "Minotaur Prince") to get him to go into the labyrinth to retrieve it for him. But Nuar hasn't returned, and Torch is worried his actions might be discovered unless he handles the search for the famous figure himself. Thus, he calls in an old favour owed to him by the Pathfinder Society (from The Many Fortunes of Grandmaster Torch) and puts the organisation on the case. This is where the PCs come in, with a classic in media res beginning/ret-con briefing by Torch and Venture-Captain Dreng. Torch says all he cares about is the Society finding his "lost friend" who "voluntarily" entered the labyrinth, and he sweetens the deal by saying the Society can keep the elven artifact if they find it.
Act 1 ("Far Below Absalom") has the PCs traversing maintenance tunnels and then natural caverns under the city to find the entrance to the maze. This is handled as taking 2d6 hours modified by the results of a Survival check by a character with the Track class ability (go rangers!). The PCs get their blades wet by battling some giant beetles and leaping morlocks.
Act 2 ("Deeper Into the Maze") is comprised of a well-designed skill challenge to represent the PCs trying to navigate the Tangle. As a sidebar mentions, actually drawing a maze on the table or otherwise trying to "accurately" represent each twist and turn of a labyrinth often ends up being a fairly boring task at the gaming table, so the scenario abstracts it through skill checks. As a group, PCs need *ten* successful checks to find their way through the maze, with each round of checks representing one hour in-game. A good mix of skills are usable (with a nice bonus for a creature with Scent to follow Nuar), but if a check is failed by five or more (reasonably likely given the high DCs at these subtiers) then a random trap or encounter is triggered. If PCs flub five times and trigger five problems, then they're assumed to stumble into the center through sheer luck, even if rather the worse for wear. A fair compromise in my mind, and I think that's exactly what happened to my group--our PCs just happened to be pretty terrible at all the skills that would have been handy! Various descriptive passages are included for the GM to help narrate the PCs travel through the maze.
Act 3 ("The Void Whisperer") is a time-dependent optional encounter against a psychic fragment of the cosmic entity called the Void Whisperer (mechanically represented as a re-skinned giant leech or gibbering mouther). Players aren't really missing out on much if they don't do this encounter, as they have no real context for understanding what it's supposed to represent in the story.
Act 4 ("Abysiel's Prison") starts with a classic whole-group trap: a locked chamber filling with water. I like these sorts of traps that require the entire party to get involved to work out an escape, as they're a nice type of non-combat teamwork. After escaping the trap, the PCs then reach the big climax: Abysiel himself, dangling by chains to a massive astrolabe fixed to the ceiling. Nuar Spiritskin is unconscious on the ground nearby. It's a well-described scene and has cool, video-game boss battle vibes (even though the PCs will still probably have absolutely no idea who this fool is). In game terms, Abysiel is a modified sorcerer and, by being off the ground, likely to survive more than a single round against the PCs (unless they happen to include some ranged combatants). Still probably not a difficult encounter, but a reasonable spin on one.
Assuming the PCs win, they can get Nuar to safety and recover Izryen's Hourglass for the Pathfinder Society. I'm guessing the artifact must have been hurled into one of the Grand Lodge's many vaults and forgotten about, as I've never seen reference to it again anywhere--despite it potentially being a major plot-driving item (anyone around it ages half as fast; not as good as the Sun Orchid Elixir, but still something kings and emperors would fight over!). Anyway, although I do wish there were more ways for the PCs to learn how the past was prologue to what they were doing, I thought Delirium's Tangle was a pretty solid adventure.





