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Athena charges into the fray, yanking her axe from its sheath as she goes. She lays into the white-furred rat as soon as she reaches it.
◆ Draw
◆ Stride
◆ Strike Axe: 1d20 + 10 ⇒ (10) + 10 = 20 for 1d12 + 4 ⇒ (6) + 4 = 10 slashing

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Nanoc draws out his shortbow, plans on how to impale White.
DaS: 1d20 ⇒ 7
He hisses. "Too much movement," he complains. He moves into a corner instead.
◆ Interact to draw weapon
◆ Devise a Stratagem
◆ Stride

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Athena charges White and neatly slices its ear off with her axe. Nanoc attempts to gain an angle on White but can't find one, moving out of the way instead.
Blue charges at the closest thing in front of it and attempts to bite Aleksandr, Imelia: 1d2 ⇒ 1
Bite vs Aleksandr AC 21: 1d20 + 9 ⇒ (12) + 9 = 21 for Piercing: 1d8 + 4 ⇒ (2) + 4 = 6
Bite vs Aleksandr AC 21, MAP: 1d20 + 4 ⇒ (7) + 4 = 11 for Piercing: 1d8 + 4 ⇒ (6) + 4 = 10
Red hurries to join the feast and attacks Aleksandr, Athena, Imelia: 1d3 ⇒ 2
Bite vs Athena AC 20: 1d20 + 9 ⇒ (16) + 9 = 25 for Piercing: 1d8 + 4 ⇒ (4) + 4 = 8
Bite vs Athena AC 20, MAP: 1d20 + 4 ⇒ (9) + 4 = 13 for Piercing: 1d8 + 4 ⇒ (6) + 4 = 10
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
Aleksandr Ostenoff - AC 21, 46/52; Imelia AC 21
Athelsted - AC 18, 40/40
Erlam - AC 20, 30/30
White (-18; Dazzled)
Nanoc Evitceted - AC 19 (20 w/buckler), 35/35
Athena Muse - AC 20, 27/35
Blue (-14)
Red
**Folmyr - AC 20, 48/48
Yellow (Blind, Dazzled)

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Folmyr rages, then moves into Blue's space, and attacks: 1d20 + 9 ⇒ (9) + 9 = 18for: 1d12 + 3 + 6 ⇒ (7) + 3 + 6 = 16 slashing damage.

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When Aleksandr is bitten, Imelia lets out a scream of rage.
↺ Dutiful Retaliation vs blue
Attack: 1d20 + 11 ⇒ (18) + 11 = 29Sonic: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Folmyr might still have their action since that may have taken out blue.

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Imelia lets out a scream of rage and annihilates Blue. Folmyr meanwhile flies into White's face and removes its head. Yellow meanwhile spends the round blinking away the spots in front of its eyes.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
**Aleksandr Ostenoff - AC 21, 46/52; Imelia AC 21
**Athelsted - AC 18, 40/40
**Erlam - AC 20, 30/30
**Nanoc Evitceted - AC 19 (20 w/buckler), 35/35
**Athena Muse - AC 20, 27/35
Red
Folmyr - AC 20, 48/48
Yellow (Dazzled)

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Athelsted casts sanctuary on himself and then moves into a tactical position.
◆◆ Cast sanctuary (Will DC 19)
◆ Stride

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Athena whispers a few magical words and her axe bursts into flame mere moments before she brings it down upon the rat.
◆◆ Spellstrike w/ produce flame against red (flanked)
Axe: 1d20 + 10 ⇒ (1) + 10 = 11 Hero point
Axe: 1d20 + 10 ⇒ (15) + 10 = 25 for 1d12 + 4 + 3d4 ⇒ (5) + 4 + (4, 2, 4) = 19 Slashing and fire
◆ Strike again
Axe: 1d20 + 10 - 10 ⇒ (15) + 10 - 10 = 15 for 1d12 + 4 ⇒ (7) + 4 = 11 slashing

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Althelsted surrounds himself with magic from Shelyn and moves into position. Athena, meanwhile slashes Red in half, both pieces bursting into flames.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
**Aleksandr Ostenoff - AC 21, 46/52; Imelia AC 21
Athelsted - AC 18, 40/40
**Erlam - AC 20, 30/30
**Nanoc Evitceted - AC 19 (20 w/buckler), 35/35
**Athena Muse - AC 20, 27/35 (1 action)
**Folmyr - AC 20, 48/48
Yellow (Dazzled)

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Folmyr moves into Yellow's space, and attacks: 1d20 + 9 ⇒ (10) + 9 = 19for: 1d12 + 3 + 6 ⇒ (11) + 3 + 6 = 20 damage.
If necessary, Folmyr will strike again: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14for: 1d12 + 3 + 6 ⇒ (2) + 3 + 6 = 11 damage.

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Folmyr gets in Yellow's face and removes most of its face, ending the fight.
COMBAT OVER!
Aleksandr Ostenoff - AC 21, 46/52; Imelia AC 21
Athelsted - AC 18, 40/40
Erlam - AC 20, 30/30
Nanoc Evitceted - AC 19 (20 w/buckler), 35/35
Athena Muse - AC 20, 27/35
Folmyr - AC 20, 48/48
Sweeper sticks her head into the room and screams in dismay. "Oh no! More to clean up!" She quickly gets a hold of herself, realizing that, if the party is successful, she won't need to clean again.
She leads the party into another room. The clatter of pots and pans echoes around the room as the bustle of a one-person kitchen rings out. The sting of fresh onions assaults the nose. A wooden toy poppet in a white chef's hat and apron busies herself with preparing a large meal. The refuse bin in the corner overflows with the remains of past meals that were never served.
"That's Chef Basil. She's generally nice but she can get grumpy if you bother her too much." she tells you softly.

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"Hello there, chef" greets Erlam as they approach Basil.
"Could you share a bit of your time with us to talk about our current predicament in this place?"

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Upon hearing Erlam, Basil whirls around, startled. "Oh dear me! Have you been just standing there? Would you like something to eat? This is a never-ending job. I must cook, no matter what. It's my only purpose in life."
Eating fresh food from the pantry rejuvenates you as though you've eaten a lavish meal and acts as Minor Elixir of Life.
Healing: 1d6 ⇒ 6 plus +1 saves vs Disease/Poisons for 10 minutes
"What predicament are you in dears? I just know I have to cook for all."

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"Well, we found ourselves in here by accident and we've learnt that you all have been kept in here against your will for a long time as well. Our idea is to talk to everyone and see if we can convince the Warden to let us out with whoever else is interested in taking a look outside.
Our lodge surely would benefit from people as capable as yourselves, if you'd like to stay. Otherwise, there is a whole world out there for those who'd like to explore it.

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"There is an art in the culinary pursuits," Athelsted confirms before taking a bit of the prepared food. Delighted by the feelings evoked by the dish, he adds, "And your work proves your skills as a connoisseur."
Wiping his chin, he explains to the poppet, "We seem to have found ourselves trapped within your 'prison'--I believe Sweeper called it--through pure happenstance, for we were merely examining this object out of curiosity without any ill intention or criminal inclination. And, while this structure is quite lovely for such, we wish only to learn more of it origins and capabilities, yet then safely return to our own places of residence."

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Chef Basil looks up at Erlam's words. "Lodge? Whatever do you mean? My world is this kitchen. I have to cook and cook and cook. Nothing else matters."
You will need to convince Chef Basil that there's a world outside her kitchen. To secure Chef Basil's cooperation:
DC 14 Cooking Lore or DC 16 Crafting impresses Basil with your understanding of her cooking
DC 18 Society/Nature can convince Basil that many more fantastic ingredients are available outside the dollhouse.
DC 20 Deception to Lie can convince her that the ingredients magically provided by the house simply are too bland for her skill.
Other skills (DC 18) or Relevant Lore (DC 16) ok as long as they fit

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Crafting: 1d20 + 8 ⇒ (10) + 8 = 18
"I do not partake, myself, but I certainly understand your drive to cook. To provide. Creation - the ability to create - is an oft-overlooked gift. I commend you for that. But I would also challenge you to consider what you could do with new and interesting ingredients. Unexplored tastes. Undiscovered audiences."

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"But learning new recipes from others and having more people to taste test is much better than just cooking for no one, right?"
Crafting DC 16: 1d20 + 9 ⇒ (10) + 9 = 19
"I'm an alchemist myself, and there are so many recipes I've yet to discover, which is one of the reasons why I travel so much."

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Chef Basil looks impressed by Athena and Erlam's descriptions.
2 Cooperation points. One to go!

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"But the repetetive need not be ordinary! Cooking is an artform!" Athelsted adds, attempting to introduce his sense of form and craft to the garnishment of the plated food.
Crafting: 1d20 + 7 ⇒ (4) + 7 = 11
Come now, an artist won't be satisfied with that.
Hero Point, Crafting: 1d20 + 7 ⇒ (12) + 7 = 19

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Chef Basil is impressed by what she hears. "All right. I'll follow you. Count me in! I'd love to see this outside world of yours!"
Beaming with pleasure, Sweeper leads you to a flight of stairs. A single set of footprints mars the dust that covers the stairs, which matches Sweeper's feet exactly.
"I'm the only one who uses these stairs... obviously..."
A set of cells line the northern wall, iron bars enclosing them from the long hallway. None of them appear locked as the bars hang open. The wooden beds lack straw or any type of sleeping mat and would be terrible places to sleep. A complete suit of full plate tin armor with a wind-up key in their back stands guard in the hall.
Sweeper points to the suit of armor. "That's Full-Plate. He's the one I'm most worried about. He feels that his situation is hopeless."

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"Huh, that's easy." Nanoc is impressed on how they convinced the chef.
"Greetings, poppet in full armor! I am Nanoc, and with me are my friends. And we are also friends now with other friends here such as Sweeper, your fellow guard Tartan, and this lovely chef Basil over here." he introduces themselves, though obviously Full-Plate surely knows his fellow poppets. "We are here for one cause: join us to get out of this place for a better world outside. What do you think? How would you like to be convinced that we are not in a hopeless situation?"

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Whether Full-Plate heard or not, or he's too depressed to answer, Nanoc gets no answer...

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Sweeper points to the suit of armor. "That's Full-Plate. He's the one I'm most worried about. He feels that his situation is hopeless."
Athelsted eyes the armored construct and the wind-up key protruding from it. "Could it be less a matter of motivation and more a matter of energy?" inquires the Pathfinder. "Perhaps, beyond hope, he just needs a few good turns!"
The cleric looks over the construct to see if winding the key would be of help to the construct's mood.
Crafting: 1d20 + 7 ⇒ (11) + 7 = 18

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Althelsted attempts to wind Full-Plate up (HA!) by turning their key. The key turns but it does not improve their mood.
"What's the point? We're all doomed here..."
Best way I can describe their voice -- think Eeyore :)
To secure Full-Plate's cooperation:
DC 17 Intimidate or DC 18 Martial Lore to RK to act in the manner of a drill sergeant and remind Full-Plate of their purpose.
DC 20 Any Lore to give Full-Plate examples of all the other purposes that might await them outside.
DC 22 Athletics to Grapple, Shove, or Trip can display martial prowess and demonstrate to Full-Plate that you can deal with The Warden.
DC 21 Diplomacy to Make an Impression will cheer them up with friendly banter.
Other skills: DC 21 if you can make it fit
Particularly creative solutions may get a bonus

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"How utterly pitiful! Do you not have a job to do‽ Have you not been entrusted with a task‽ Is that any way to uphold your honor‽"
Intimidation: 1d20 + 10 ⇒ (1) + 10 = 11Hero Point
Intimidation: 1d20 + 10 ⇒ (12) + 10 = 22

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Folmyr flutters up to Full-Plate and twists its arm.
Athletics: 1d20 + 10 ⇒ (18) + 10 = 28
"You see. I can take care of the Warden!"

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"There is always a need for heroes like you, Full-Plate!" Athelsted urges. "For even in times of blessed peace, there is the desire beyond these walls to see brave warriors perform great deeds, recount them, and demonstrate them for posterity. Such, is the call of the stage for one such as yourself "
Theater Lore: 1d20 + 7 ⇒ (10) + 7 = 17

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Athena emphasizes her own mechanical nature as she clanks over to stand before Full Plate. She stares at him for a few seconds, faceplate to helm - letting their commonality sink in - before speaking.
"I understand your feelings and your frustration. It is easy, as an ageless being, to see certain things as futile. But there is so much more out there to explore and experience - and if it benefits posterity, as my companion says, then you will get to witness that legacy come to fruition."
Automaton Lore: 1d20 + 8 ⇒ (7) + 8 = 15
Seemed appropriate

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Nanoc simply shakes his head upon witnessing Full-Plate's sad demeanor.
"Cheer up, my friend. There are countless wonders to explore beyond these walls. Personally, I delve into the ancient history of Osirion, unraveling secrets hidden beneath the sands and pyramids, discovering treasures waiting to be unearthed. Yes, it can be perilous, but, I assure you, it's what makes my adventures exhilarating and meaningful," Nanoc reassures, attempting to uplift the poppet with his wealth of experience.
Ancient Osirion Lore: 1d20 + 11 ⇒ (12) + 11 = 23

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Full-Plate is stunned as Folmys manages to twist his arm. He is also enthralled by Nanoc's tales and Aleksandr's scolding.
"I suppose I can try. At the worst case, I'll be back here guarding" he says morosely.
Sweeper leads you to another room. This room may have been a lecture hall at some point but is now obviously a storeroom. Stacks of materials that could be used to repair dolls and toys are littered about along with other miscellaneous items.
"Seamless would bring the prisoners here sometimes and attempt to educate them. Oh yes, Seamless is the last one here. We'll meet him in a bit..."
You find an an owlbear claw, a wolf fang and a feather step stone on top of some rotted pieces of felt
I'll use Sweeper as a location marker on the map.

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Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Athena tilts her head in interest at the idea that someone was attempting to rehabilitate the prisoners, at least in some small way.
Her faceplate glows slightly in recognition, and she walks over to some seeming-refuse and collects the talismans.
"Not terribly potent, but might come in handy," she says, presenting them to the group.

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"I can affix those to anyone who wants to use them." says Erlam as he looks at the talismans.
"Where to now?" he asks their Poppet guide.

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"I would love to affix that owlbear claw on my shortbow by you, if you don't mind." Nanoc perks up at the idea of his weapon being affixed with a talisman.

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Just note who gets what
Erlam manages to affix the talismans before following Sweeper to the next location. "This is Seamless' office. He fancies himself as our boss. He's the one who talks to the Warden"
While the usual peeling paint and musty smell of the dollhouse is still present in this room, it is more meticulously cared for. Cabinets with stacks of neatly filed papers line the walls. In the center sits a spartan desk currently occupied by a cloth poppet dressed in simple, yet well groomed, merchants' clothes.
"Ah! Sweeper. Whom have you brought with you? Are these our new prisoners? Why haven't they been brought to the cells yet? Get them situated in the cells and I'll inform the Warden about them."

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"We are not new prisoners. We are pathfinder agents. No cells necessary, thank you. In fact, we want to entreat you to leave with us."

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"Entreat? Me? Leave?! Oh no no no I can't leave this facility. Not especially since I'll lose my retirement benefits. Is that what Sweeper has been telling you?" he asks, looking sternly at Sweeper.
To secure Seamless' cooperation:
DC 14 Legal Lore can convince Seamless that he has a duty to fix the neglect the dollhouse has suffered, which must be done from outside.
DC 19 Arcana / Occultism can convince him that the magics of the dollhouse are breaking down.
DC 21 Medicine/Survival can successfully persuade him that the deteriorating dollhouse is unsafe for long-term habitation.
Other Skills: DC 18 if you can make it fit
Other Lore: DC 16 if you can make it fit

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Occultism: 1d20 + 9 ⇒ (14) + 9 = 23
"If you don't leave, then you will be here when the magic breaks down. If I am not mistaken, that magic is part of what makes you... you! Your fate will not be imprisonment, but annihilation."

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Arcana: 1d20 + 9 ⇒ (2) + 9 = 11
"There's little use for retirement if this place stops working, don't you think? Besides, I'm sure you'll find work back in here if we manage to fix it, or outside with the society."
Hero Point!: Arcana: 1d20 + 9 ⇒ (16) + 9 = 25

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"This structure has suffered a bit of deterioration due to apparent neglect that can only be repaired from the outside." Athelted notes. "Such conditions can lead readily to black mold and other potential health hazards that would render this structure unfit and unsafe for long-term habitation."
Architecture Lore, if it applies: 1d20 + 7 ⇒ (7) + 7 = 14
Otherwise, treat the result as an attempt at Medicine, adding +2 to the result.

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"Well, it is no use to stay here, if your place is breaking down bit by bit, even its magic." Nanoc comments after quickly inspecting the area they are in.
DC 19 Occultism w Pendant of the Occult: 1d20 + 12 ⇒ (5) + 12 = 17
Hero Point! DC 19 Occultism w Pendant of the Occult: 1d20 + 12 ⇒ (18) + 12 = 30
But his words sound unconvincing. "And yeah, we are not prisoners. We just so happened to be, I don't know, turned miniature, and we are now trapped here as well." he sounds complaining now.
"But seriously, you won't be getting any retirement benefits if this place breaks down. Can't you feel it? Whatever magic holding it together, it is weakening."

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Seamless sighs, defeated, unable to avoid the logic of Nanoc, Aleksandr and Erlam. He scoffs at Althelsted but his disapproval isn't very convincing. sighs "Yes, you are right. However the Warden is not going to be that easy to convince. She just yelled at me for not keeping a tight rein on Sweeper here. You know where her office is, Sweeper. I will aid you in your task but don't expect it to be easy."
Miniaturized statues of dinosaurs, winter wolves, dire bears, and other large predators from the land of Irrisen are displayed here. They are each in menacing poses, fierce snarls of teeth and claws protruding at any visitors. What might have once been an impressive display is now rundown and pitiful. A century of dust and cobwebs has matted fur and clogged open maws. Painted eyes have dulled and peeled to make them look comical and lifeless. This once grand display room is now indicative of the failing of this former prison.
"I used to hate cleaning here because the monsters are so scary. But looking at them now, they're all so worn down and pathetic, " Sweeper says, "Those stairs lead to the Warden's office. I hear there's magic on it but I've never tried to open it without her permission." Sweeper shudders at the thought.
To open the door:
DC 21 Thievery to Pick the lock
DC 21 Arcana to Identify Magic
DC 22 Athletics to kick the door down

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Nanoc signals them with a decisive stop gesture, his expression oozing confidence. "Allow me to demonstrate my expertise," he declares arrogantly, swiftly producing his tools and skillfully tackling the challenge of the locked door.
DC 21 Thievery with Wary Disarmament: 1d20 + 10 ⇒ (12) + 10 = 22

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Nanoc steps up and with a flourish, unlocks the door.
In contrast to the rest of the dollhouse, this room is well taken care of. The paint is fresh and bright, plush velvet cushions line the sofas and chairs, and the opulent carpets are clean and free of dust. Sitting in the nicest overstuffed chair is a doll wearing a fine silk dress and a coronet of ice. She scowls as soon as the door to her room is breached.
"What chaos have you brought to my beautiful house? Why do you intrude here, turning my staff against me on your half-baked mission? And you, Sweeper, is this some scheme of yours? You never did know your place. Explain yourselves and do it quickly before I have you replace our missing prisoners."
To convince the Warden to let you go:
DC 22 Intimidate/Diplomacy/Deception to Coerce/Request/Lie respectively
DC 18 to Aid
ONE CHECK ONLY VS THE WARDEN SO MAKE IT COUNT

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Ninja'ed!
"It is a shame they have gone to waste. In fact, there is much here in the dollhouse that would have once been quite ... interesting."
Athena nods approvingly of Nanoc's efforts, her faceplate flickering slightly as if she is grinning at his attempt to impress them.
---
"I believe we were brought here by the house's failing magic specifically to set you free, Warden. Nothing half-baked about it - everyone needs to get out and be free."
Intimidate to Aid: 1d20 + 5 ⇒ (3) + 5 = 8 Figures - hero point
Intimidate to Aid: 1d20 + 5 ⇒ (7) + 5 = 12 Well, not a crit fail

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Believing one should show kindness rather than intimidation, Athelsted offers the following, "We are not here by any intended act of intrusion, but more by accidental application of magic. As for any chaos, I would respectfully submit that an disorder you may see around you did not accompany our arrival. To the contrary, we have sought only to leave and so good will."
This is an aid, unless no one has a higher modifier than +9
Diplomacy to Aid: 1d20 + 9 ⇒ (2) + 9 = 11

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Nanoc has Diplomacy +0.
"Greetings, highly-esteemed Warden! Yes, we know you, thanks to Sweeper and her friends here. We are here to bring forward our cause. First, we are not from here and want to get out, and second, Sweeper and friends are more convinced than ever that there is more to see and explore outside this four-walled space. And I hope you can also see that if you will allow us to tell our tales and all."
DC 18 Diplomacy to Aid: 1d20 + 0 ⇒ (18) + 0 = 18

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Well, no big deal if you can't ask her nicely to let you out... there's always the other way... one that involves making a mess... :)

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"This entire place is falling apart around you. It is entirely unsuitable for prisoners. Come with us and you can play your role elsewhere."
Diplomacy: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Hero Point
Diplomacy: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29