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The Tengu's black-blue feathers seem to be fluttering.
Definitely not water! Fire please! Anyone got marshmallows?

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Looking between the toad and bird, Hanu chooses 1d2 ⇒ 2 to follow the samurai.

GM Frost |

Team Vesimer of Icy Depths goes with Rajapur: Moist
Team Sihana of Flame Untamed goes with Turi: Otani, Hanu
How about Olegaro and Zepth?

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Zepth will follow moist to the icy dephs!
"Very well Moist, I'll go with you to take shot at convincing Rajapur."

GM Frost |

Team Vesimer of Icy Depths goes with Rajapur: Moist, Zepth,Olegaro
Team Sihina of Flame Untamed goes with Turi: Otani, Hanu
The respective envoys motion to their group to follow them toward their destinations.
For Team Vesimer (one skill check per PC):
You must first brave a large pond full of frigid water, with the elemental on an island at its center.
> DC 16 Athletics check to Swim to Vesimer’s chamber without trouble
> DC 18 Fortitude save to deal with the freezing water without showing weakness
> DC 20 Crafting check to Craft to make a raft capable of getting across the lake
> Other appropriate skill check at DC 20
For Team Sihina (one skill check per PC, +1 circumstance bonus on check):
You must first withstand a superheated corridor.
> DC 20 Acrobatics check to Tumble Through can avoid the worst hotspots
> DC 16 Fortitude save to shrug off the worst of the heat without showing any difficulty
> DC 20 Survival check to take precautions against the heat
> Other appropriate skill check at DC 20
Everyone is up!

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Hanu shoulders the heat, hands the samurai a flower to help keep him warm…
Fortitude vs Elements w/ +1 (circumstance) vs DC 16: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17

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Olegaro will take a bit of time to pull off his chain mail and stuff it into a bag to carry across. He'll also hand ropes to Moist and Zepth "Tie these to yourselves in case you get in trouble, I'll pull you to the other side then" and secure his ends to his belt for the journey he doesn't mention that if he founders then it could also come in handy
Striking out strongly though he easily makes it to the other side! While his fingers are blue the fighter does his best not to show the cold. "Come-on guys, the waters fine!" he calls with a grin and then readies to assist the others on their way across.
Once they make it, and he has dried off a bit, Olegaro will pull back on his chain shirt, comfortable again once he feels its familiar weight.
athletics DC 16 to swim: 1d20 + 12 ⇒ (20) + 12 = 32

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Otani races through the super heated corridor!
Fort(T) DC 16: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
The Tengu's black-blue feathers seem fine.
Definitely the flowers, Hanu!

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Trouble? It's water!
He looks around.
But maybe we should craft a seaworthy vessel.
DC20 Crafting: 1d20 + 8 ⇒ (14) + 8 = 22

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As they arrive at the edge of the pond, Zepth just shrugs, makes sure his gear is in order and jumps in.
"Very well, I guess we first need to get there. Last one is a catfish!"
DC 16 Athletics check: 1d20 + 9 ⇒ (9) + 9 = 18

GM Frost |

Otani and Hanu brave the superheated corridor before they get toasted. Sihina is fairy impressed to them. Along the way, Turi advices them about Sihina. "“If you want Sihina to listen, don’t be polite, be passionate. She thrives on heated debate. Stay calm, and she’ll just stop caring.”
"I wonder what your hairs and feathers are made of." the elemental quips upon their arrival. Success and Crit Success, 1+2 Peacemaker Points
On the other hand, Olegaro and Zepth swims, while Moist makes a raft for himself to cross the frigid water. Rajapur advices them about Vesimer. “Vesimer? Push too hard and they’ll snap. But flatter them, make them feel seen, that’s how you make her listen to you.”
"Impressive, I can say. I thought I would make your frozen bodies to start a frozen collection." Vesimer tells Olegaro, Zepth, and Moist. Crit Success, Success, Success, 2+1+2 Peacemaker Points
The second set of checks represents the PCs’ attempts to negotiate directly with the elemental. The PCs will have two rounds of these negotiation checks.
For Vesimer (two skill checks per PC): DC 16 Deception, DC 18 Diplomacy, DC 20 Intimidation; DC 16 Crafting check to Craft will impress Vesimer with ability to “transform” her ice.
For Sihina (two skill checks per PC, +1 circumstance bonus on check): DC 16 Deception, DC 20 Diplomacy, and DC 16 Intimidation; DC 16 Performance check to Perform will impress Sihina too.
Everyone is up!

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Hanu was never very good with people.
He let's his samurai buddy take charge, shrugging his shoulders.
Abstain from rolling vs Sihina, probably both rounds

GM Frost |

I will allow other skills appropriate for the situation at a higher DC 18.

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Ha! Our bodies wouldn't stay frozen. They'd thaw! Just like they do after every cold mission! Why would I lie about such an outrageous thing?!
DC 16 Deception: 1d20 + 10 ⇒ (1) + 10 = 11 Uh oh! I don't think we've used hero points yet...
☘️ DC 16 Deception: 1d20 + 10 ⇒ (8) + 10 = 18 okay, one success
DC 18 Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12 !! at least not a crit failure I guess
wow these dice

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Otani Yoshitsugu, Pathfinder! Here to follow up with you on this whole business of scamps fighting, arguing, creating a ruckus!
Intimidation(E) DC 16: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
The Samurai then puts on the charm!
Intimidation(E) DC 16: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17

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"Oh great Vesimer, we swim far too fast to become ice statues! However it is an honour to meet you, one of the custodians of the maze."
DC 18 Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
OK, maybe that was laying it on a bit thick. :)
"Vesimer of Icy Depths, thank-you or allowing us to join you on your island here. We hear that chaos has broken out here and that peace with the fire elements is elusive. Umm" and he pauses for a second before realising what he needs to say "We have seen the chaos of the change in the elemental planes recently in other travels in the maze, with wood and metal breaking in to the maze. Could they be part of the problems you are seeing?
DC 18 Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

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Religion (T) vs DC 18: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (14) + 7 = 21
Hanu explains how both wood and air “feed” fire and so that he can automatically be trusted by elemental planar logic…

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check 1: DC 18 Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
check 2: DC 18 Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
Zepth searches deep into his knowledge on how to butter up others and takes his shot at Vesimer.
"Vesimer, your stillness speaks louder than thunder—ice shaped not by cold, but by purpose. The world shifts around your will. I ask not command, but understanding. Lend us your insight."

GM Frost |

Pathfinders (Moist, Olegaro, Zepth) with Vesimer
"I have heard that one, frogs thawing after being frozen during the winter." Vesimer retorts at Moist. Success, Failure; 1 Peacemaker Point
Vesimer then listens to Olegaro who is trying hard to impress at first. "Yes, I can see the problem." their voice is cold as ice, the huge water elemental Vesimer taking the form of an ever-changing array of creatures made of water, surrounded by ice walks to show them the waters around the isle. "Do you see those metal spikes? You were lucky to even made it here. Sure enough, Sihina has triggered something out that sends those metals spiking into my waters!" they say in anger but quickly calms down. Failure, Success; 1 Peacemaker Point
Vesimer sighs with Zepth's pleading. "We, the elemental guardians, are enlisted to help maintain and protect the maze by Narven. It is our duty to keep the energies at balance. Actually, I have noticed someone else sneaking about around the chamber some time ago but I weren’t sure if it was a person or an animal." Failure, Success; 1 Peacemaker Point
Pathfinders (Otani, Hanu) with Sihina
"Ah yes, no. We are not fighting. It is just that..." the huge fire elemental taking the form of a dancing serpent made of fire tells Otani while they slither into view of the outside. "Do you see those woods climbing and rooting up into my fiery hallways? Sure enough Vesimer has watered them that grow abundantly until they reach here." Sihina infers though the elemental is unsure after Otani shows his charm to the elemental. Crit Success, Success; 3 Peacemaker Point
"Makes sense." Sihina agrees to Otani. "Might as well burn those woods to get them out of my sight!" they suggest, thinking it would be a wonderful idea. Success; 1 Peacemaker Point
Then there is silent on both sides. They both get out of their respective thrones and meet to discuss the issue at hand.
"You saw that too? I thought it was you, changing forms and all." Sihina says accusingly at Vesimer. "It wasn't me, I told you," Vesimer replies with a tease.
5+7 Peacemaker Points. Success!
"Let's check the seal, perhaps it is broken." Sihina suggests. Working together, they quickly find that it is indeed a broken seal that kept the elemental energies from the six planes separated in the central chamber. They repair the broken seal, embarrassed at how simple the solution was. They offer their thanks to the Pathfinders now that the elemental energies have withdrawn from the central chamber.
"We're not sure who broke the seal, but we both have noticed someone else sneaking about around the central chamber some time ago but we weren’t sure if it was a person or an animal." the two elementals share to the Pathfinders.
Giving everyone a chance to talk about what information they have gathered so far.

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Seems to be a conspiracy afoot! We shall need to investigate further to prevent anyone else's shananagins.

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Moist listens to Vesimer's observations and thoughts, more than a little disturbed by them.
How can you be sure it was Sihina? Suppose that someone-else sneaking around were to plant the metal spikes... They would best suppress your guardianship by turning you on each other.

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"What if neither of you is guilty here? These events feel kind of random— almost as if someone's pulling strings while you glare at each other, although in this case I believe it to be just a case of the elements just being chaotic. Let's change the song entirely. Three minds working together are more likely to find a way to deal with the situation than just trying to blame each other"

GM Frost |

1 Hero Point each for Otani, Moist, and Hanu, so that each has at least one.
Luckily for the Pathfinders, somebody who looks like humanoid raccoon dog walks into the area where they are at. With a bottle in hand, he exclaims, “Wait, who are you? Oh, you’re trying to ruin our pranks!” Looking guilty, the creature quips, “It’s time for me to go! You’ll never catch me!” After that, he transforms into a raccoon dog and breaks into a sprint.
The chase begins near the landmark where you completed your most recent mission, and continues toward the Central Courtyard, then heads toward a great tanuki party. The time scale of the chase is 5 minutes per obstacle. Before attempting checks to overcome the obstacles, there’s ample time to cast spells or use abilities that help with the checks.
The raccoon dog is two obstacles ahead of the group!
CHASE ROUND 1
Obstacle: SNEAKY SNARES - The path is littered with traps and snares built from branches, vines, and leaves.
Chase Points Acquired: 0 out of 5 needed
Overcome: DC 18 Perception to spot snares, DC 20 Reflex to get past snares, DC 16 Thievery to get past snares
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Otani | [1☘️]
➤ Moist | [2☘️]
➤ Zepth | [2☘️]
➤ Olegaro | [2☘️]
➤ Hanu | [2☘️]
If the number of chase points is met, choose where you will go next as a group: Rune-Etched Doors or Secret Shortcut.

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Otani bows to Frost!
The Bird glances at the Dog, lifts his hands to the Frog and shrugs to the Ape.
If you can't beat'em....
The Oracle begins to follow searching for snares.
Perception(T) DC 18: 1d20 + 7 ⇒ (2) + 7 = 9
Otani reaches into his belt pouch, pulls out a brand newly minted coin and flips it into the air! The Tengu spends it!
Perception(T) DC 18: 1d20 + 7 ⇒ (6) + 7 = 13

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"Well, so much for esoteric reasons for all of this. It seems the most obvious reason is the right one this time."
Perception DC 18: 1d20 + 9 ⇒ (13) + 9 = 22
"Careful with those traps!" shouts Zepth as he points different snares on the way.

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"Of course there had to be someone causing trouble. Glad they were kind enough to show themselves."
"Traps eh? Time for this little ruffian to show off his skills then."
and Olegaro's hireling will try for a thievery check
DC 16 Thievery: 1d20 + 8 ⇒ (18) + 8 = 26
"Hey nice work!"

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Why does there always have to be snares everywhere?!
DC18 Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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Hanu follows, and cartwheels through!
Reflex (E) vs Snares DC 20: 1d20 + 10 ⇒ (5) + 10 = 15
☘️ Reflex (E) vs Snares DC 20: 1d20 + 10 ⇒ (12) + 10 = 22
He points ahead to the ”Secret Shortcut!” grinning like a curious fool!

GM Frost |

Otani is having trouble to distinguish traps on the ground. Fail
Thanks to Zepth, he manages to evade them before they get triggered. Success
Olegaro easily disables many along the way. Crit Success
Moist worries he might step into one. Success
Hanu cartwheels with ease and leads them to where the chasee went. Success
CHASE ROUND 2
Obstacle: SECRET SHORTCUT - A secret shortcut allows travelers to take a direct route through the maze and avoid some dead ends and dangers.
Chase Points Acquired: 0 out of 5 needed
Overcome: DC 16 Pathfinder Society Lore to remember best route, DC 16 Society to remember best route, DC 18 Survival to determine fastest route, DC 18 other appropriate skill for the obstacle
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Otani | [0☘️]
➤ Moist | [2☘️]
➤ Zepth | [2☘️]
➤ Olegaro | [2☘️]
➤ Hanu | [1☘️]
The chasee is on another obstacle and is joined by another humanoid raccoon dog.
Everyone gains a +1 circumstance bonus to their checks in this obstacle.

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Remember the best rout (DC 16 Pathfinder Society Lore): 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
☘️Remember the best rout (DC 16 Pathfinder Society Lore): 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
I remember this place... this way! Let's not waste time.

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DC 16 PFS Lore: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
"I remember this one! Its where Olegaro always turned left in Albuquerque!" jokes Zepth as he points out the route he knows by heart.

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Hanu follows his gut…
Survival (T) vs DC 18: 1d20 + 7 ⇒ (12) + 7 = 19

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Otani is seen following a trail of breadcrumbs. The Tengu is eating them as he goes ...
Society(T) DC 16: 1d20 + 6 ⇒ (8) + 6 = 14

GM Frost |

Moist is definitely familiar in this area. Crit Success
Zepth also recognizes it too. Crit Success
Hanu uses his instinct to find the shortest way. Success
The group easily gets out of the area and goes to the next. They are getting close to those they are chasing.
Otani can act again for this round, but for another Obstacle. The same goes for Olegaro.
CHASE ROUND 2
Obstacle: CARNIVOROUS PLANTS - A group of giant carnivorous plants try to trap anyone moving past.
Chase Points Acquired: 0 out of 5 needed
Overcome: DC 16 Nature to mask your scent, DC 18 Stealth to avoid disturbing the plants, DC 18 Survival to avoid disturbing the plants, DC 18 other appropriate skill for the obstacle
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Otani | [0☘️]
Moist | [1☘️]
Zepth | [2☘️]
➤ Olegaro | [2☘️]
Hanu | [1☘️]
Note: Everyone can act for Round 3 at the obstacle above if Chase Points needed are still to be met.

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"Ok ... let's try and not get eaten here..."
Survival DC 18: 1d20 + 7 ⇒ (4) + 7 = 11
Hero Point: Survival DC 18: 1d20 + 7 ⇒ (1) + 7 = 8
Facepalm

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Otani sighs.
The Oracle laments his poor set of skills. He decides to bully his way through the Carnivorous Plants!
Athletics(T) DC 18: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
A frustrated Samurai takes out his trusty katana and begins practicing his yard working skills!
Melee(T) +1 Striking Katana: 1d20 + 9 ⇒ (6) + 9 = 152d10 + 2 ⇒ (7, 7) + 2 = 16 S Traits: Uncommon Deadly d8 Two-Hand 1d10 Versatile P

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Praying to his goddess - the sweet smelling Arundhat - Hanu conjures flowers from the Plane of Wood and masks his strong musk with floral notes.
◆◆) Base Kinesis
Kineticist Impulse Attack: 1d20 + 11 ⇒ (13) + 11 = 24
He sneaks by the carnivorous plant suppressing a giggle!

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It sure looks like we won't have met this obstacle in round 2, so here is Moist's round 3 action
Moist thinks he can feint the carnivorous plants to get them to lunge in the wrong direction when they try to trap him.
DC 18 Deception (trained): 1d20 + 10 ⇒ (7) + 10 = 17
☘️DC 18 Deception (trained): 1d20 + 10 ⇒ (10) + 10 = 20
Well, it's raw rolls from here on out

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Olegaro skates after the others through the shortcut, just barely keeping up.
On seeing the carnivorous plants, he cracks his knuckles and goes in to wrestle them out of the way to let the others through.
Athletics (E) DC 18: 1d20 + 12 ⇒ (13) + 12 = 25

GM Frost |

Resolving Otani and Olegaro's actions for Round 2 first...
The plants are too sturdy for Otani. Fail
Olegaro wrestles his way through them. Success
For Round 3...
Those they are chasing have now arrived at another area where Narven's statue is.
Meanwhile, Zepth stumbles upon one of them. Crit Fail, -1
Otani lashes them with his katana but they are moving too much. Fail
Hanu sneaks past them with a flowery smell. Success
Moist he is going in one direction, but goes to another instead. Success
CHASE ROUND 3
Obstacle: CARNIVOROUS PLANTS - A group of giant carnivorous plants try to trap anyone moving past.
Chase Points Acquired: 2 out of 5 needed
Overcome: DC 16 Nature to mask your scent, DC 18 Stealth to avoid disturbing the plants, DC 18 Survival to avoid disturbing the plants, DC 18 other appropriate skill for the obstacle
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Otani | [0☘️]
Moist | [0☘️]
Zepth | [1☘️]
➤ Olegaro | [2☘️]
Hanu | [1☘️]
Everyone can act for Round 4 at the obstacle above if Chase Points needed are still to be met.

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Olegaro will continue to hold back the plants for the others
Athletics (E) DC 18: 1d20 + 12 ⇒ (12) + 12 = 24

GM Frost |

Olegaro pushes some plants to give way for the others. Success
More humanoids are joining the chasee party now that they are past Narven's Statue, heading for the thicket of thorns.
CHASE ROUND 4
Obstacle: CARNIVOROUS PLANTS - A group of giant carnivorous plants try to trap anyone moving past.
Chase Points Acquired: 3 out of 5 needed
Overcome: DC 16 Nature to mask your scent, DC 18 Stealth to avoid disturbing the plants, DC 18 Survival to avoid disturbing the plants, DC 18 other appropriate skill for the obstacle
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Otani | [0☘️]
➤ Moist | [0☘️]
➤ Zepth | [1☘️]
➤ Olegaro | [2☘️]
➤ Hanu | [1☘️]
Overcome:
Choose another obstacle to go through if Chase Points are met in this round: Collapsed Temple or Fey Music.

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Olegaro thinks he has the measure of the plants and continues to wrestle them into submission. However, he gets distracted and one almost eats him. At the last possible second he ducks its blow and trusses it up so that it cannot harm the party.
Athletics (E) DC 18: 1d20 + 12 ⇒ (1) + 12 = 13
☘️ Hero point!
Athletics (E) DC 18: 1d20 + 12 ⇒ (10) + 12 = 22

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Thee shall not embarrass me again Foliage!
Melee(T) +1 Striking Katana: 1d20 + 9 ⇒ (16) + 9 = 252d10 + 2 ⇒ (3, 9) + 2 = 14 S Traits: Uncommon Deadly d8 Two-Hand 1d10 Versatile P
The self-satisfied Samurai sneezes.
Fey next?

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"Anything but more of these godforsaken plants" responds Zeph to Otani as he tries to get off some zap of a pair of them that were close to chomping on him.

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Hey! These plants can be fooled! Try it!
DC 18 Deception (trained): 1d20 + 10 ⇒ (13) + 10 = 23
Hop and dive! Hope and dive!

GM Frost |

Olegaro continues to push plants, careful to not be eaten. Success
Otani lashes them out before they all go to the next obstacle. Success
The group goes to the other obstacle than the one taken by the humanoid racoon dogs. Here, enchanted music echoes in the maze, leading travelers astray.
Moist can still act for Round 4 but for this obstacle instead.
"Ha! They are closing in!"
CHASE ROUND 4
Obstacle: FEY MUSIC - Enchanted music echoes in the maze, leading travelers astray.
Chase Points Acquired: 0 out of 5 needed
Overcome: DC 16 Performance to counter the music, DC 18 Will to resist the music, DC 18 other appropriate skill for the obstacle
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Otani | [0☘️]
➤ Moist | [0☘️]
➤ Zepth | [1☘️]
Olegaro | [1☘️]
➤ Hanu | [1☘️]
Everyone can act for Round 5 at the same obstacle above if Chase Points needed are still to be met.