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Figuring that the black pot is dealt with, Nic strides into the kitchen, stabs at the red pot, and retreats next to Junior.
Rapier attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage, if applicable: 1d6 + 4 ⇒ (6) + 4 = 10

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Hui Kong dances into the room but misses with his staff.
Junior Recall Knowledge +8 Arcana: 1d20 + 8 ⇒ (4) + 8 = 12
Junior Recall Knowledge +8 Crafting: 1d20 + 8 ⇒ (20) + 8 = 28
Junior succeeds at his Recall Knowledge check and realizes the only Special Abilities the Animated Cookware has is the Construct Armor. Junior then proceeds to hit Black twice and crumble it into dust.
Nic moves in for a stab with his Rapier on Red. He gets a solid hit, and Red's construct armor cracks and falls away after the strike.
Rampaging Roast: Round 3
Bold may act
RAMPAGING ROAST (MEDIUM RARE) -60 HP, Dead
Nic Blackwillow 28/28 HP
Hui Kong 38/38 HP
Animated Silverware Swarm Blue -14 HP, Dead/dispersed
Junior 33/33 HP
Martin Amblecrown 37/60 HP
Animated Cookware Red -16 HP, Construct Armor broken
Slipp 35/48 HP
Animated Cookware Black -36 HP, Dead/broken

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Martin heals Mavenee and protects her once again with spells. The eidolon focuses on taking down the red cookware.
L2 Heal: 2d8 + 16 ⇒ (6, 2) + 16 = 24
Horn: 1d20 + 10 ⇒ (19) + 10 = 29
Piericing: 2d8 + 4 ⇒ (3, 7) + 4 = 14
◈◈Heal, ◈Act Together (◈Protect Companion, ◈Strike)

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Martin heals Mavenee, and Mavenee manages to completely skewer the remaining Animated Cookware.
You are out of combat.
The cook, Danya, recovers from her winded state soon after combat ends. She grumbles about the mess before declaring that "The roast will simply be served pre-carved. Sous Chefs, get in there and recover as much meat as you can. And reheat the areas the one with the staff hit.”

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Slipp grabs a bite to eat before leaving the kitchen. "Now that is a chef with a sense of occassion." they note.
"Don't think I'll be opening many more doors today though."

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Junior hits the 'return' button on his thrower's bandoleer, all the tossed javelins magically return home for the next fight.
"Maybe we should take ten minutes to patch you guys up a bit before we move on?" I could think of worse smelling locations for a rest.
Junior tries to help patch up Slipp if she's keen.
Medicine DC15: 10mins: 1d20 + 6 ⇒ (9) + 6 = 15
Healin': 2d8 ⇒ (7, 4) = 11

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Junior heals Slipp for most of their damage. At this point, Slipp is the only one with damage and they are two points from full.
Where would you like to go next?

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Junior asks the nearest cook "What's through these doors here? We've got to explore this place for any more 'oddities'." He points to one of the side doors coming off the kitchen.
Unless there are nay sayers I say we just continue going around the clock for the next closest room.
If its agreed Junior quietly opens the door to avoid notice. Looking for traps of course, and stealth.

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Assuming you go (map right) as Junior suggests. I moved a few of you around so you would at least be in a loose group.
Dining Room
This room offers a space for lodging Pathfinders to eat during inclement weather. Currently, its two long tables are laden with food and drink. A few visiting merchants linger here in the shade, gossiping among themselves.
The double door leading into the courtyard is open, permitting a steady flow of party guests in and out. Twin doors leading into the kitchen are open as the kitchen staff starts bringing in big slices of roasted goat. The door to the South (Map right) is propped open
There’s more than enough food and drink on offer for everyone.

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Slipp eyes the propped open door. "Why is the door left open?" they ask the nearest member of the waitstaff.

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"Could be air flow? Or an open invitation? An open door is much more inviting to a closed one." Junior moves into the room and gives a quick walk around the room, looking for a fine sample of food while trying to covertly eavesdrop on the pair of individual's conversation.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

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This is the Open House for the new Lodge, so most of the doors are open and all manner of guests are wandering about. one of the waitstaff repliew to Slipp.
Junior hears some gossip and general conversation, not of particular interest.
The food is excellent, although the roast is a bit cold in spots.

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Nic sheathes his rapier, picks up a small plate of food, and crosses the room unobtrusively, stopping just before the door to the south and glancing through it.

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Nic looks South into the Reading Room.
Rows of comfortable seating and study tables fill this room, strategically arranged to take maximum advantage of the natural light provided by a wide window. The handful of guests currently occupying this space are embroiled in a lively but frivolous debate over the merits of different horse-training methods.

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The halfling catches Junior's eye and shakes his head minutely, then ambles out into the courtyard and moves south to the next set of double doors. He glances back over his shoulder at the rest of the party. I hope they get here before the next fight...this place is dangerous.

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Slipp glances over Nic's shoulder, shudders and turns away.
"Books... why do pathfinders always have so many books everywhere."

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Moving the rest of the Party up into the Reading Room with Junior.
I think this next bit will play into both Nic and Slipp's fears. I'll go ahead and start it, since initial positioning isn't that important. Everyone will be right outside the double doors leading South(Map Right).
As you approach the door, you hear a woman’s voice calling for help from inside.
Ashwood shelves line the walls of this spacious library, some filled to capacity with Pathfinder Chronicles, Society records, and local history. Other shelves stand half-empty, awaiting future donations and volumes on order from distant lodges. In the far corner, an iron spiral staircase leads to the upper levels.
However, the library’s floor, which should be stone covered in fine rugs, instead glows fiery orange and bubbles with a molten heat that radiates through the open double door.
“Thank goodness!” calls a hijabi halfling from her perch atop a large armchair. “Give us a hand, would you? The floor is lava!”
Creatures: The halfling on the armchair is Casira bint Meji (N female halfling scribe). She was taking stock of the Society’s collection when this prank began and barely avoided a painful hot-foot by scrambling onto an armchair. A pair of sandy-haired gnomes, the merchant siblings Nashwadin and Naqi Bousad, huddle together on the nearby large table, visibly torn between childish delight and fear of real injury. Each NPC has 25 Hit Points.
Fire: The library floor is hazardous terrain, dealing 2d6 fire damage per square.
The only safe way across, barring creative solutions, is to Leap along the furniture and out the open doors or to the stairs. The lava fills only this room and stops right at the frame of each door, as though held by an invisible barrier. It doesn’t heat the metal stairs.
Leaping on Furniture: Party members looking to rescue the stranded guests can start with a Leap from a doorway to the closest couch. However, the furniture isn’t designed to be used as an obstacle course, so a party member who Leaps to any piece of furniture must succeed at a DC 16 Acrobatics or Athletics check if the two surfaces are within 10 feet (2 squares), or a DC 23 Acrobatics or Athletics check if they’re within 20 feet (4 squares). Note that a character with a speed of 10 feet or lower can’t leap 10 feet. The party members must repeat this check with each Leap from one piece of furniture to the next.
On a failure, the party member slips up and brushes the floor, taking fire damage as described above.
On a critical failure, they fall prone on the floor and take double damage.
Aiding party members: At any time, Party members who choose not to jump can Aid their fellow Pathfinders from the sidelines, using ropes, pulleys, or other mechanisms to assist. The DC of such checks to Aid is only 15 and uses a skill appropriate to the method chosen (for example, Crafting or Athletics).
Carrying Guests: Once you reach the center table, a party member can pick up and carry one of the small gnomes to safety. The DC for any Acrobatics or Athletics checks made while carrying a gnome is increased by 3.
If the party member fails a check while carrying an guest, they can choose to attempt a DC 12 Reflex save to protect the guest;
On a success, the party member takes twice the amount of fire damage as normal but protects the Guest from harm.
On a failure, both the party ember and Guest take the normal amount of fire damage.
Assisting Guests: Alternatively, a party member can attempt a DC 15 Athletics or Diplomacy check from no more than 5 feet away to assist an guest in jumping from one piece of furniture to the next;
On a failure or critical failure the guest takes fire damage with no option of protection from the party member. As Casira’s armchair is only large enough for one person, she likely requires at least one of these assistance checks to get her to either the table or the northernmost couch, after which party members have the option of carrying her as described above.
Guest Status
Casira bint Meji 25 HP
Nashwadin Bousad 25 HP
Naqi Bousad 25 HP
Initiative (Just to track who has or has not acted)
The Floor is Lava: Round 1
Bold may act
Nic Blackwillow 28/28 HP
Hui Kong 38/38 HP
Junior 33/33 HP
Martin Amblecrown 60/60 HP
Slipp 46/48 HP

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Martin asks Mavenee to save the gnomes. He reinforces the eidolon with a protective spell. The eidolon tries to cross using the chairs.
◈Leap from doorway to nearest sofa
◈Leap from sofa to center table
Athletics: 1d20 + 10 ⇒ (16) + 10 = 26
Athletics: 1d20 + 10 ⇒ (10) + 10 = 20
◈Act Together (◈Reinforce Eidolon, ◈Leap), ◈Step, ◈Leap

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Slipp is about to say something about nothing good ever coming from books, but then they notice the lava. "Maybe try feeding some of the books into the lava?" they suggest.
"That might distract it?"
They call out to the Naqi. "Come on! You can do this. The view is much better from the doorway."
diplomacy to aid Naqi: 1d20 + 10 ⇒ (20) + 10 = 30

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Slipp, I think you might have missed this part of the instructions: "attempt a DC 15 Athletics or Diplomacy check from no more than 5 feet away to assist an guest in jumping from one piece of furniture to the next"
If you can get out to the first couch, you can keep that Diplomacy roll
Mavenee deftly moves across the couch to the table where the gnomes are huddling.
The Floor is Lava: Round 1
Bold may act
Nic Blackwillow 28/28 HP
Hui Kong 38/38 HP
Junior 33/33 HP
Martin Amblecrown 60/60 HP
Slipp 46/48 HP, Need to get closer for Diplomacy

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I wonder what would happen if a cold spell is cast on the floor. But I doubt it would be so easy... Lol.
Hui Kong takes a deep breath then takes two quick leaps, first to the couch, then to the table, before picking up Naqi.
"Sorry sir, don't mean to take any liberties here."
athletics DC16: 1d20 + 11 ⇒ (19) + 11 = 30
athletics DC16: 1d20 + 11 ⇒ (10) + 11 = 21
◆ Jump
◆ Jump
◆ Pick up gnome
Not that I plan to do it, at least not yet, but what are the rules from throwing a gnome? :)

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The floor is lava, cute kids game.. until it is lava.
Junior looks into the room, deep in thought. After weighing some possibilities he takes off his backpack and starts hauling out a climber's kit with rope "I'll try to rig up some ropes to help with your balance, just give me a minute."
Crafting to Aid vs DC15: 1d20 + 8 ⇒ (6) + 8 = 14
The ropes are too loose, sagging. "I'll try to tighten them up, don't trip!"

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Nic easily jumps to the nearest couch and readies a rope. "Mistress Casira, is the floor sticky? I have a thought."
Acrobatics check to leap to nearest couch: 1d20 + 8 ⇒ (16) + 8 = 24
What Nic wants to do is tie a loop in his rope, toss that end to the halfling, and have her loop it around the top of the chair. Then he (and ideally another much stronger member of the party) will pull the chair towards the couch. If we place it right, we could get the chair between the couch and the table, making the way out much easier.

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Hui Kong also moves easily over the couch and table.
Like Dwarf bowling, Gnome tossing is not allowed, unless you have a feat that allows it
Slipp decides to wait this one out. It seems the room full of books disturbs them more than the floor turned into lava.
Junior pulls out some rope but can't get it untangled.
Nic jumps to the first couch and starts to forma plan.
Nic your idea makes sense but the "lava" is pretty viscous. I would set the DC at 23 for the strength check to pull the chair.
The Floor is Lava: Round 2
Bold may act
Nic Blackwillow 28/28 HP
Hui Kong 38/38 HP
Junior 33/33 HP
Martin Amblecrown 60/60 HP
Slipp 46/48 HP

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Will go along with Nic's idea. =)
Mavenee sees the other end of the rope and tries to tug it with her mouth.
Mavenee Athletics: 1d20 + 10 ⇒ (3) + 10 = 13 Whoops. Sorry Nic. Can she try again? If so...
Athletics: 1d20 + 10 ⇒ (10) + 10 = 20
Athletics: 1d20 + 10 ⇒ (10) + 10 = 20

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"That's a good plan." Junior nods in agreement, unfortunately Mavenee just can't get it to fly.
"I'll keep setting up ropes to help anyhow." He tries again.
Craft to Aid, DC15: 1d20 + 8 ⇒ (6) + 8 = 14
"These knots... unbelievable." He mutters.

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Mavenee struggles with trying to move the chair closer but can't get it to move on the thick lava.
Junior continues to struggle with his ropes.
The Floor is Lava: Round 2
Bold may act
Nic Blackwillow 28/28 HP
Hui Kong 38/38 HP
Junior 33/33 HP
Martin Amblecrown 60/60 HP
Slipp 46/48 HP

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Slipp takes out their flute to play an inspiring tune for everyone.
I assume no to the giant fly question?

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Slipp, I apologize. I got busy and didn't respond. I would allow the Giant Fly but it will take a pretty good Diplomacy check to convince any of them to let this horrible, diseased creature to pick them up and carry them across the room. The DC for the Diplomacy check will be 23, which I think is consistent with the others for this activity. Since you got a Crit on the Diplomacy check earlier, you could use it retroactively to convince one of the victims to allow the Fly to carry them out.

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With one gnome in his arms, Hui Kong reverses his journey, jumping back from the table to the couch.
athletics: DC19: 1d20 + 11 ⇒ (7) + 11 = 18
reflex DC12: 1d20 + 6 ⇒ (3) + 6 = 9 Will hero point that.
reflex DC12: 1d20 + 6 ⇒ (2) + 6 = 8 Sigh
Hui Kong fire damage: 2d6 ⇒ (4, 5) = 9
Naqi fire damage: 2d6 ⇒ (6, 5) = 11
Unfortunately, Hui Kong catches his leg against the table edge, and very clumsily singeing both himself and Naqi.
Disregarding his own injuries, he immediately summons forth a wave of divine energy, healing the gnome completely of his wounds. (L2 LOH for 12HP.)
Taking a deep breath, Hui Kong leaps back from the couch to safety...
athletics: DC19: 1d20 + 11 ⇒ (2) + 11 = 13
reflex DC12: 1d20 + 6 ⇒ (12) + 6 = 18
Hui Kong fire damage: 2d6 ⇒ (3, 5) = 8
This time, his foot gets caught on a throw rug, causing him to once again stumble. This time though, he manages to twist his body in time to shield Naqi from the lava floor.
A badly burnt Hui Kong returns to join the group, but at least one gnome has been rescued.
◆ Leap
◆ Lay on Hands (Naqi)
◆ Leap
Um, did we get more hero points so far?

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It's quirky enough..
After seeing the desperate plight of the gnomes, Slipp sighs. The air fills with the scent of the swamp - warm and fetid air. Then, arriving in the middle of it is the largest house-fly you have ever seen.
"Everything is bigger in the First World!" calls out Slipp. "But this will take you to safety. "
Summon animal 2 for a giant fly and I'll use the diplomacy result from above to convince one of the gnomes to get a ride!

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Hui Kong struggles with the trip back but eventually gets Naqi back to the Reading Room.
Slipp summons a Giant Fly and sends it to bring Nashwadin back to the Reading Room. Nashwadin looks at the Giant Fly in horror as it approaches, but Slipp convinces Nashwadin to accept a ride back to the Reading Room.
Guest Status
Casira bint Meji 25 HP
Nashwadin Bousad 25 HP - Safe
Naqi Bousad 25 HP - Safe
The Floor is Lava: Round 2
Bold may act
Nic Blackwillow 28/28 HP
Hui Kong 21/38 HP
Junior 33/33 HP
Martin Amblecrown 60/60 HP
Slipp 46/48 HP

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Nic struggles to pull the chair closer without making any progress.
Casira bint Meji is still clinging to the overstuffed chair. While I'm glad you got the Bousads to safety, but I would appreciate some help. The burns I got when the floor changed are pretty painful.
The Floor is Lava: Round 3
Bold may act
Nic Blackwillow 28/28 HP
Hui Kong 21/38 HP
Junior 33/33 HP
Martin Amblecrown 60/60 HP
Slipp 46/48 HP

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With the giant fly's first passenger safety disembarked, Slipp tries to encourage the last pathfinder to join the flight to safety.
"Come on, see, it is totally safe."
diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

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Mavenee carries the last gnome on the table and attempts to bring them to safety.
Athletics: 1d20 + 10 ⇒ (15) + 10 = 25
Athletics: 1d20 + 10 ⇒ (15) + 10 = 25

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You have successfully completed this activity. I'll post the activity conclusion shortly.

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Nic retrieves his rope and stows it before jumping back out of the room.
Acrobatics check: 1d20 + 8 ⇒ (6) + 8 = 14
Barring anything unexpected, he doesn't quite make the jump and burns himself on the floor.

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Casira’s attitude toward the PCs starts as indifferent; if any of the NPCs take damage, her attitude starts as unfriendly instead. If the PCs helped Casira reach safety without injury, she’s duly impressed, and her attitude improves by one step. Her attitude also improves by one step if a PC sacrificed themself to protect an NPC on a failed save (see Carrying NPCs, above). The PCs get one chance to further improve Casira’s attitude by Making an Impression on her with a successful DC 18 Diplomacy check. They can further improve her attitude by one step if they succeed at a DC 20 Medicine check to Treat Wounds or by otherwise healing all of the damage she took.
If Casira remains unfriendly or indifferent at the end of the encounter, she remains neutral to the Society and manages only a clipped “Thank you” before rushing off to tend to her injuries (and her pride). If she’s friendly or helpful, Casira thanks the PCs and expresses concern about the fact that someone seems to be sabotaging the event, then rewards them for
their assistance. Improving Casira’s attitude impacts the Envoy’s Alliance faction mission.
Gnome Injury, so she starts at Unfriendly
Getting her out uninjured moves her to indifferent
Hui Kong's Sacrifice moves her to friendly
Thats all thats needed.
Once everyone is back on solid ground, a disembodied kazoo trills a celebratory refrain and the “lava” bursts into harmless sparks that quickly fade, returning the floor to normal.
I am going to rule that the "everyone" stated here are the people who were trapped and not the Rescuers, so Nic can avoid the damage.
Casira bint Meji is shaken but manages to speak ”Thank you. I don’t know what we would have done if you hadn’t come in to save us. It seems like someone might be trying to sabotage the event. Please take this as a token of my appreciation.”
She hands you a Cantrip Deck (Full)

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"Thank you, Mistress Casira. After this is done, we will most likely have a story to share. For now, though, there may be others who need our help." Nic leads the way to what looks like a closet door, which he'll check before moving on to the double doors on the south wall of the courtyard.

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Junior stuffs the rope back in his pack in frustration, taking a moment to calm down before speaking "I'm glad you're all safe. Please, take a moment to rest and calm down. Maybe grab some food from the table in the other room? We'll be back in a bit to check on you." He bows and follows Nic.
That's a cool magic item!

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Slipps eyes light up at the mention of food.
"Well... this is certainly the most interesting party I have been to in quite some time." they note, showing an uncharacteristic burst of energy and enthusiasm.
"Maybe we should see what entertainment the other rooms have to offer."
They look at the giant fly, sigh and say "You can go home now..."

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Nic yanks open the door to what he thinks is a closet and finds:
This wooden shed built into the southeastern corner of the courtyard contains gardening supplies and other tools required to tend the gardens and maintain the fountain.

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Junior creeps up the spiral stairs in the reading room, just to be sure they too are closed off for the party.
If so, he heads to follow Nic, seeing a closet he continues past to the next set of double doors (map right). "Ready for anything he asks the others? Before quietly opening them up."

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I went ahead and brought everyone around in a loose semblance of the marching order from the initial slides.
As junior opens the door, he sees
This modest exhibition room will someday display trophies and tributes to the Pathfinder Society’s success in the region, but as this occasion marks the Sedeq Lodge’s grand opening, there isn’t much to show off yet.
The only item currently on display is a statue depicting a marid named Perizia, whose defeat by Pathfinder agents secured the permission to build this lodge. Esmayl commissioned this piece in memory of the battle, though he also hopes the public display reminds Sedeq’s genie binders how easily their cruelty can be repaid.
Some careless party guests left three full, untouched lesser bravo’s brews on the statue’s pedestal, which appear to be free for the taking.