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The Garund man begins his inspection trying to figure out where each statue should be set.
Donkey-Headed, Perception: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Dwarf, Perception: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Human, Perception: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Elf, Perception: 1d20 + 8 ⇒ (12) + 8 = 20

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The goblin is trying to figure out where the statues should be placed.
Donkey-Headed, Perception:1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Dwarf, Perception:1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Human, Perception:1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Elf, Perception:1d20 + 4 ⇒ (18) + 4 = 22

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Miss Sorbet studies the craftsmanship of the statues, to see if any hint can be gleaned, such as markings shared by the statue and base or a similarity in the artistry.
With the human, she hopes the folds of his robe will match a pedestal.
Crafting, Human: 1d20 + 11 ⇒ (18) + 11 = 29
For the dwarf, she seeks a spot where the scimitar may have touched the base.
Crafting, Dwarf: 1d20 + 11 ⇒ (1) + 11 = 12
The donkey-headed creature's trident may have left an impression.
Crafting, Donkey: 1d20 + 11 ⇒ (12) + 11 = 23
For the elf, the boots may be the only clue.
Crafting, Elf: 1d20 + 11 ⇒ (5) + 11 = 16
She definitely has some tutors who would be shamed by her knowledge of the dwarf.
Crafting, Dwarf, Hero Point, Promotional Vestments: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Incredibly, unbelievably shamed.

GM Frost |

Full HP for Dakon.
Dwarf: She looks to be wearing clothes and accessories typical for desert peoples, suggesting she might have been an Ergaksen surface dwarf, and upon closer inspection, her satchel might be one traditionally used by those people to store poultices.
Elf: Her clothes are crafted in the style of Ilverani elves, a group hailing from the frozen north of Golarion.
Dwarf: Her head and eyes are slightly turned to the right, and there’s a hint of a bashful smile on her face.
Human: His head and eyes are ever so slightly turned to the left, and there’s a faint hint of a smile on his face.
Elf: Her pendant depicts a canine paw print, which suggests she belonged to a druidic order of shapeshifters.
Dwarf: Her head and eyes are slightly turned to the right, and there’s a hint of a bashful smile on her face.
Human: His head and eyes are ever so slightly turned to the left, and there’s a faint hint of a smile on his face.
Elf: The look in her eyes is aloof and ruthless.
Elf: The look in her eyes is aloof and ruthless.
Donkey-Headed: The donkey’s head doesn’t match the overall sculpting style or technique.
Carrying the details from previous post here:
THE INSCRIPTIONS OF THE FOUR STONE PEDESTALS
Top-Left: Sunsear, the Healer
Top-right: Green Ghost, the Traveler
Bottom-right: Midwinter, the Hunter
Bottom-left: Stoneroot, the Gardener
DESCRIPTIONS OF FOUR STONE STATUES
Human Statue: The statue depicts a bearded, muscular human man holding a sickle in his left hand and a pouch in the right. He wears a simple robe and an amulet carved in the shape of a stag’s head, and has tools on his belt. Skills: Crafting, Nature, Perception, Religion, Society
Dwarf Statue: This statue depicts a female dwarf wearing a robe, an amulet, and other decorations. She carries a scimitar in a scabbard at her hip and a small, curved baton on her belt. Skills: Crafting, Nature, Perception, Religion, Society
Donkey-Headed Statue: This statue depicts a humanoid creature, whose body looks strong and is covered in scales, but has a donkey’s head. The creature carries a trident in his clawed hands and wears bone armor. He is wearing an amulet crafted from twigs and leaves. Skills: Crafting, Nature, Perception, Religion, Society
Elf Statue: This statue depicts a tall, imposing elf woman wearing hide armor, a fur hat, and a round pendant around her neck, but carrying no weapons. Skills: Crafting, Nature, Perception, Religion, Society
After studying them, arrange the stone statues on the four stone pedestals according to the information you learned while studying them. When you have moved all four statues onto the pedestals, you can ring the bell. The bell will not ring without each pedestal having a statue, and attempts to ring it with one or more pedestals empty have no effect. The number of echoes matches the number of statues that are in the correct positions. Once the bell gives a chime indicating all four statues are placed correctly, the encounter ends. Otherwise, each time you ring the bell with at least one statue misplaced, the overgrown hedge walls claim more and more of the chamber until the hedge walls fully cover the pedestals, and it becomes impossible to move the statues, failing the task.
For your first attempt, which stone statue goes to whose stone pedestal?
Human statue is ???
Dwarf statue is ???
Donkey-Headed Statue is ???
Elf Statue is ???

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Ami tells the others the following:
Human: The robe looks similar to what many in farming communities wear.
Dwarf: She looks to be wearing clothes and accessories typical for desert peoples, suggesting she might have been an Ergaksen surface dwarf, and upon closer inspection, her satchel might be one traditionally used by those people to store poultices.
Elf: Her clothes are crafted in the style of Ilverani elves, a group hailing from the frozen north of Golarion.

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Miss Sorbet adds that the human's tools are for stoneworking or herb gathering, and that the donkey's head does not match the rest of the statue's style.

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Let's see ...
she ponders the information
I suspect that the dwarf is Sunsear the healer, the elf is Midwinter the Hunter, the human is Stoneroot and the donkey person is the Green Ghost
But I'm not one hundred percent sure she admits.

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Max listens to Ami Assuming we all share the information we know.
I'm coming up with the same conclusions. Human turned to the left and has hints of farming. Dwarf turned to the right and has desert accessories. Donkey Head not matching style or technique means something unique and it can only be the ghost or the sunsear, the ghost sounds logical. The Elf hinting at frozen says midwinter.

GM Frost |

If you've made your decision, please roleplay which statue goes on which pedestal.
For your first attempt, which stone statue goes to whose stone pedestal?
Human statue is ???
Dwarf statue is ???
Donkey-Headed Statue is ???
Elf Statue is ???

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1 person marked this as a favorite. |

Human Statue is Stoneroot
Dwarf Statue is Sunsear
Donkey-Headed Statue is Green Ghost
Elf Statue is Midwinter
If you agree with this, click Like post, I need 2 of you to like this post, or I'm not moving these statues.
If enough people agree with this, Max ties ropes around the statues to help move them I'll take front, one of you take the back you just push, everyone else pull, as another to the right and another to the left. We carry it by the ropes, or rather drag it by the ropes, we can't drop these things. I'm not sure how high these things are but I'm picturing 10 feet high statues.

GM Frost |

Pirate Robs likes the post while (phaeton_nz) agrees, so I think I can count on that.
Once the statues are placed. The anticipated four consecutive ringing of the bell is what's left for them to know that the statues are correctly placed into their respective pedestals. And then suddenly...
Ding! Ding! Ding! Ding! the bell chimes, indicating all four statues are placed correctly! The donkey head on the Green Ghost’s statue reverts to its lizardfolk form, and the hedge walls withdraw, appearing neatly trimmed again. Nearby reveals an exquisite silver incense box that is still sitting in the shrine, its intricately carved lid featuring a stunning image of an imperial dragon.
Mission Success!
Elemental Discord
After that, they follow a path that leads up to a chamber, which is a chaotic disarray of elements in their rawest forms—raging flames, a water vortex, jagged rocks and metal spikes, arcs of electricity, and writhing masses of vines. Six corridors lead to larger chambers, each dominated by a different element.
Moments after the Pathfinders arrive, two elemental scamps enter the chamber to greet them.
"Hi! My name is Rajapur, a water scamp envoy to Vesimer of Icy Depths, the water elemental guardian." declares one elemental scamp.
"And I am Turi, a fire scamp envoy to Sihina of Flame Untamed, the fire elemental guardian." says the other.
"It looks like you are Pathfinders. And who are you? We know that know that Narven entrusted the maze to the Pathfinders so you are welcome here! We’re envoys in the service of our elemental masters. We’ve been trying to broker a peace here, but so far, we’ve been unsuccessful.” Both envoys tell them.

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"Greetings, I am Miss Sorbet. How can we assist you?"

GM Frost |

"Well, this area is used as a neutral ground for elemental beings who agreed to help King Narven maintain this maze. But that’s no longer the case, as energies have gone out of whack and our bosses are blaming each other. They started bickering and a few skirmishes have taken place, but we fear the worst is still ahead. They won’t listen to us.” one of the envoys tell them.
"Even though King Narven is gone long ago, well, it’s more of a standing arrangement. Elementals who agree to certain terms can reside here indefinitely, so long as they help maintain the balance of primal energy. The wood and metal elementals never met King Narven, for instance, but the maze still facilitates their being here.” the other continues.
"If you want to help us, our camp is located over there,” says one of the envoys, pointing down a pathway through the hedges, “and ours is there,” continues the other, pointing at a different pathway. Rajapur chimes in, “we should warn you though, our bosses’ chambers are more or less infused with their energy, so getting there can be kind of a pain.” Turi chirps optimistically, “but if you make it without too much trouble, it’ll probably impress them.”
” Sihina values passion, and a heated exchange is often the best way to convince them, while calm, polite points bore them.” their envoy advises the Pathfinders. ” Vesimer’s mercurial nature makes them react with anger at attempts to browbeat them but leaves her particularly susceptible to flattery.” the other envoy informs them.
For this part, we do the following:
1. The PCs first should form two groups (Team Water talks to the water elemental leader Vesimer, and Team Fire talks to fire elemental leader Sihina). Each group must contain at least one PC.
2. Each of the two groups then progresses through the elemental chamber to meet the leader, which will involve skill checks specific to that elemental.
Each PC can attempt these initial checks only once. Even if they don’t succeed, they’re able to reach the elemental leaders, but not impress them.
> For Team Water, the PCs must first brave a large pond full of frigid water, with the elemental on an island at its center. A successful DC 16 Athletics check to Swim will get the PC to Vesimer’s chamber without trouble. A successful DC 18 Fortitude save will let a PC deal with the freezing water without showing weakness. A successful DC 20 Crafting check to Craft will let the PC make a raft capable of getting across the lake.
> For Team Fire, the PCs must first withstand a superheated corridor. A successful DC 20 Acrobatics check to Tumble Through can avoid the worst hotspots. A DC 16 Fortitude save can allow the PC to shrug off the worst of the heat without showing any difficulty, as can a successful DC 18 Survival check to take precautions against the heat.
3. 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 before the elemental tires of talking to them.
> For Team Water: DC 16 Deception checks (to Lie flatters the elemental with false compliments or convinces them the PC has more knowledge of the situation than they really do); DC 18 Diplomacy checks (to Make an Impression calmly and successfully shows the elemental that PC’s point of view; DC 20 Intimidation checks (to Coerce browbeats the elemental with loud impassioned arguments into cooperating with their counterpart); and DC 16 Crafting check (to Craft will impress Vesimer with the PC’s ability to “transform” her ice).
> For Team Fire: DC 18 Deception checks (to Lie flatters the elemental with false compliments or convinces them the PC has more knowledge of the situation than they really do); DC 20 Diplomacy checks (to Make an Impression calmly and successfully shows the elemental that PC’s point of view; DC 16 Intimidation checks (to Coerce browbeats the elemental with loud impassioned arguments into cooperating with their counterpart); and DC 16 Performance check (to Perform will impress Sihina with the PC’s enthusiasm and passion).
The PCs’ checks to impress and convince the elementals have the following results.
Critical Success The PCs earn 2 Peacemaker Points.
Success The PCs earn 1 Peacemaker Point.
Critical Failure The PCs lose 1 Peacemaker Point.
”Now, go!” the envoys pleads them together.
PEACEMAKER TRACKER
Ami: Team ???, Initial check ???, First Attempt ???, Second Attempt ???
Atlach: Team ???, Initial check ???, First Attempt ???, Second Attempt ???
Ambius: Team ???, Initial check ???, First Attempt ???, Second Attempt ???
Max: Team ???, Initial check ???, First Attempt ???, Second Attempt ???
Dakon: Team ???, Initial check ???, First Attempt ???, Second Attempt ???
Miss Sorbet: Team ???, Initial check ???, First Attempt ???, Second Attempt ???

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Ami, being a hydrokineticist will go with Team Water.
She swims across the lake - underwater - using Deep Breath
athletics: 1d20 + 9 ⇒ (1) + 9 = 10
((Hero Point))
athletics: 1d20 + 9 ⇒ (10) + 9 = 19
before attempting to impress the elemental with her kinetic prowess. She speaks Thalassic but doesn't have any of those skills.

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The goblin will going with the Team Fire.
The goblin tries to Tumble Through can avoid the worst hotspots.
Acrobatics:1d20 + 7 ⇒ (10) + 7 = 17

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Atlach will have a go for the Team fire side.
First he takes precautions against the heat.
Survival DC 18: 1d20 + 8 ⇒ (20) + 8 = 28
Then he tries to impress...
Diplomacy: 1d20 + 4 ⇒ (13) + 4 = 17

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Dakon will join team Fire
fort save vs Fire: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Thanks to the help of his more senior Pathfinders Dakon withstands the heat.
There he pulls out his harp and works on a song.
performance to impress: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
performance to impress: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19

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The flammable inventor joins Team Water, which also happens to balance the scales. She has nightmares about earlier missions where she had to dry out her armor, so she tries to stay above the surface.
Crafting: 1d20 + 11 ⇒ (20) + 11 = 31
The raft probably doesn't need that many gizmos on it, but it gets her across the pool quickly.
Since she's on a roll, she tries to create an interesting ice sculpture.
Crafting: 1d20 + 11 ⇒ (14) + 11 = 25

GM Frost |

Ami: Team Water, Initial check (Success, 1 Peacemaker Point), First Attempt ???, Second Attempt ???
Atlach: Team Fire, Initial check (Crit Success, 2 Peacmaker Points), First Attempt (Fail), Second Attempt ???
Ambius: Team Fire, Initial check (Failure), First Attempt ???, Second Attempt ???
Max: Team Water, Initial check (Failure), First Attempt (Crit Success, 2 Peacemaker Points), Second Attempt (Success, 1 Peacemaker Points), TOTAL: 3 Peacemaker Points
Dakon: Team Fire, Initial check (Success, 1 Peacmaker Point), First Attempt (Success, 1 Peacemaker Point), Second Attempt (Success, 1 Peacemaker Point), TOTAL: 3 Peacemaker Points
Miss Sorbet: Team Water, Initial check (Crit Success, 2 Peacemaker Points), First Attempt (Success, 1 Peacemaker Point), Second Attempt ???
Ami joins Team Water, successfully Swims her way to the elemental leader. Ambius joins Team Fire but his tumbling lands him on some hotspots though. Atlach joins Team Fire and knows how to handle heated situations. Dakon successfully brave himself against heat to join Team Fire. Max Titan almost drowns and the water elemental leader is unimpressed for trying hard. Miss Sorbet joins Team Water, and with her ingenious solution, she is able to cross the water without a problem. You have another attempt left.
As for attempts to settle the dispute…
Atlach falls short on his argument to let both leaders be friends. You have one more attempt left. Dakon shares a song that Sihina like in both instances. Max Titan may have sculpted the ice that impresses Vesimer. Miss Sorbet also creates ice sculpture that adds to the collection with Max Titan
I will allow other skills or creative solutions as long as it is justified by your roleplay for this situation.
Ami - First Attempt ???, Second Attempt ???
Atlach - Second Attempt ???
Ambius - First Attempt ???, Second Attempt ???
Max – DONE
Dakon - DONE
Miss Sorbet - Second Attempt ???

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Ami doesn't have any ranks in Crafting, Diplomacy, Deception or Intimidation but she does speak Thalassic, the language used by water creatures. She is also a hydrokineticist so can attempt to Impress with with her abilities with the Element of Water.
She had left all her gear at the other side of the lake before swimming over, unless Miss Sorbet brought it over on her raft, and tries to explain, in Thalassic, about the recent addition of the Planes of Elemental Wood and Metal changing the Planar Balance "but it should be settling down now and it's nobody's fault. It just is",
diplomacy: 1d20 + 1 ⇒ (18) + 1 = 19
diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5
Would Lore(Plane of Water) help here? If so ...
Lore(PoW): 1d20 + 8 ⇒ (4) + 8 = 12
((Hero Point on Second Roll))
substitute d20: 1d20 ⇒ 15

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Miss Sorbet recalls a passage from a book she read about a time when the elements lived in harmony, and the benefits it provided to both sides.
Library Lore: 1d20 + 9 ⇒ (15) + 9 = 24

GM Frost |

Waiting for Ambius' two attempts.

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The goblin tries to Perform will impress Sihina with the PC’s enthusiasm and passion.
Performance, First Attempt:1d20 + 8 ⇒ (18) + 8 = 26
Performance, Second Attempt:1d20 + 8 ⇒ (4) + 8 = 12

GM Frost |

Atlach: Team Fire, Initial check (Crit Success, 2 Peacmaker Points), First Attempt (Fail), Second Attempt (Fail), TOTAL: 2 Peacemaker Points
Ambius: Team Fire, Initial check (Failure), First Attempt (Crit Success, 2 Peacemaker Points), Second Attempt (Fail, TOTAL: 2 Peacemaker Points
Max: Team Water, Initial check (Failure), First Attempt (Crit Success, 2 Peacemaker Points), Second Attempt (Success, 1 Peacemaker Points), TOTAL: 3 Peacemaker Points
Dakon: Team Fire, Initial check (Success, 1 Peacmaker Point), First Attempt (Success, 1 Peacemaker Point), Second Attempt (Success, 1 Peacemaker Point), TOTAL: 3 Peacemaker Points
Miss Sorbet: Team Water, Initial check (Crit Success, 2 Peacemaker Points), First Attempt (Success, 1 Peacemaker Point), Second Attempt (Success, 1 Peacemaker Point), TOTAL: 4 Peacemaker Points
TOTAL: 17 Peacemaker Points Success!
@Ami, I will use your first Diplomacy and hero-pointed Plane of Lore for your attempts Ami impresses the elemental leader with her skills with water in both instances.
Miss Sorbet's reference about elements living in harmony sounds agreeable.
Atlach fails to convince the leader he teamed up with.
Ambius easily incorporates enthusiasm and passion into his performance but the second attempt is just so-so.
The Pathfinders manage to stop the feuding. The elemental energies withdraw from the central chamber. The envoys mention they saw someone sneaking around this chamber some time ago but weren’t sure if it was a person or an animal. For their help, they receive gems of pure refined elemental substance from both envoys.
Mission Success!
Having finished their third mission, they have gathered enough evidence to determine the troubles have been caused by magical pranks. Luckily for them, the culprit walks into the area where they are currently just completed their latest mission.
Looking like a humanoid raccoon dog with a bottle in hand, they exclaim, “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.
We are entering the chase encounter. 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 chase can end in one of three ways: the PCs reach the same obstacle as the culprit, the PCs clear the final obstacle no more than five rounds after the culprit, or five rounds have passed since the culprit cleared the final obstacle.
See Slide for Handout: The Maze Race. As the handout indicates, the path splits and rejoins multiple times during the chase. Check this Chase Rules for chase rules.
On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.
Critical Success The PCs gain 2 Chase Points.
Success The PCs gain 1 Chase Point.
Critical Failure The PCs lose 1 Chase Point.
THE MAZE RACE! Round 1
SNEAKY SNARES: The path is littered with traps and snares built from branches, vines, and leaves.
Chase Points 4; Overcome DC 18 Perception to spot the snares, DC 20 Reflex or DC 16 Thievery to get past them
Everyone is up!

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After swimming back and retrieving her gear, Ami is feeling rather pleased with herself - at least until the chase starts.
Hey! Come back here
perception: 1d20 + 6 ⇒ (1) + 6 = 7
and since she doesn't have hero points left ....
She suddenly finds herself dangling upside down from a tree by her feet.
Um ... help? Anybody? Or just leave me here ... *sigh*

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Miss Sorbet tries to do whatever Ami didn't.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
"No, silly, they're camouflaged, but there's a telltale pattern that differentiates a dyed rope from a vine."
We didn't have any points to lose when Ami rolled, right?

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perception: 1d20 + 6 ⇒ (14) + 6 = 20 he spots them so now..reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Pretty sure we have to roll individually Miss Sorbet. Anyway, he did crit fail... Also you passed the perception, so roll the other one.

GM Frost |

We didn't have any points to lose when Ami rolled, right?
Correct, minimum of zero chase points for that matter.
Miss Sorbet and and Dakon spots some traps. Dakon and Ambius disables them for other to get going.
4 chase points, success
Meanwhile, the culprit is going with ease and is still ahead of them, heading to the collapsed temple.
Vote which way: to Rune-Etched Doors or Secret Shortcut? Looking for at least two votes and we go that way.

GM Frost |

THE MAZE RACE! Round 2
SECRET SHORTCUT: A secret shortcut allows travelers to take a direct route
through the maze and avoid some dead ends and dangers.
Chase Points 6; Overcome DC 16 Pathfinder Society Lore or Society to remember the best route, DC 18 Survival to determine the fastest route
Everyone is up!

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"I feel like I've been here before..."
Society: 1d20 + 11 ⇒ (6) + 11 = 17