
GM Frost |

The group is having a hard time in the area they are in while the culprit keeps moving away from them!
THE MAZE RACE! Round 3
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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Society: 1d20 + 11 ⇒ (1) + 11 = 12
Miss Sorbet takes a wrong turn at Albuquerque, which is impressive, as there is no such place as Albuquerque.

GM Frost |

The group still struggles to get out of this area even with Ami's effort as they are dragging her into the wrong direction. Chase Point for this area so far: 4. Not enough chase points
The culprit is now past the statue, and is now at the area with thorny thicket.
THE MAZE RACE! Round 4
SECRET SHORTCUT: A secret shortcut allows travelers to take a direct route through the maze and avoid some dead ends and dangers.
Chase Points 2; Overcome DC 16 Pathfinder Society Lore or Society to remember the best route, DC 18 Survival to determine the fastest route
Everyone is up!

GM Frost |

Ami finally takes them out of the area, grumbling that it would have been easier if they have gone the other way instead of this "shortcut".
THE MAZE RACE Round 5
CARNIVOROUS PLANTS: A group of giant carnivorous plants try to trap anyone moving past.
Chase Points 6; Overcome DC 16 Nature to mask your scent, DC 18 Stealth or Survival to avoid disturbing the plants
All is up!

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Any socialite worth her salt has a wide variety of scents for any possible situation.
Nature: 1d20 + 5 ⇒ (7) + 5 = 12
Unfortunately, Miss Sorbet failed to pack them for this trip.

GM Frost |

Only half of the group manages to get past the area, but they can't just leave the others behind fighting for their lives to avoid being pulled and eaten by the carnivorous plants.
The culprit is widening the gap between them. The Pathfinders can see that the culprit is joined by two more that look the same ancestry as the culprit. Maybe more friends?
THE MAZE RACE Round 5
CARNIVOROUS PLANTS: A group of giant carnivorous plants try to trap anyone moving past.
Chase Points 3; Overcome DC 16 Nature to mask your scent, DC 18 Stealth or Survival to avoid disturbing the plants
All is up!
If in case you reach the chase point needed for the round, choose which way you go next: Collapsed Temple area (culprit took this path) or Fey Music area?

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Nature: 1d20 + 5 ⇒ (19) + 5 = 24
Miss Sorbet realizes that she can mix two of her aromas together to make something that will distract the plants.

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"Hey, has someone seen Ambius?"

GM Frost |

The group finally manages to get out while the plants are distracted with something else.
THE MAZE RACE Round 6
COLLAPSED TEMPLE: Rubble from broken pillars and collapsed stone buildings
make this area difficult and dangerous to traverse.
Chase Points 6; Overcome DC 20 Acrobatics or DC 16 Athletics to climb and leap across the rubble, DC 18 Crafting to improvise bridges and ladders
All is up!
Everyone gains +1 circumstance bonus for this area.

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Miss Sorbet prefers to build bridges with her words, but sometimes she needs to do it literally.
Crafting: 1d20 + 11 ⇒ (10) + 11 = 21

GM Frost |

2+2-1+1+1+1
The group manages to avoid the obstacles in front of them and goes to the next area. The culprit, now with more persons joining them keep their distance from the Pathfinders.
THE MAZE RACE Round 7
Narven's Statue: The tanuki’s trail takes the PCs back to the courtyard, where Narven’s 15-foot-tall statue attempts to trip the pursuers with its staff.
Chase Points 6; Overcome DC 16 Acrobatics or DC 18 Deception to avoid the staff, DC 18 Pathfinder Society Lore or Society to confuse the statue with facts about Narven
All is up!

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Miss Sorbet can technobabble with the best of them, so now she tries to societybabble.
Society: 1d20 + 11 ⇒ (11) + 11 = 22

GM Frost |

Four of the group manage to confuse Narven but they need to help the others and not leave them behind. But the culprit and friends have finally reached the end of their destination.
Chase Over!
In the large clearing ahead, the air is thick with the sounds of laughter, music, and the clinking of cups when the Pathfinders finally arrive. The full moon and colorful lanterns paint the maze walls with hues of red and silver, and dozens of raccoon dog-like humanoids dance and frolic on the lawn. They cheer and applaud as performers take the stage. One of the performers jumps in the air, does a backflip, and as she lands on the stage, she has turned into a beautiful crane, standing on one foot.
Suddenly, someone in the crowd yells, “Intruders!” Looking worried, the cavorting creatures turn toward the entrance and fall silent. After a few moments of confusion, two of the furry creatures step forward, one of them gray and burly, the other short and frail. The latter speaks up, “What brings you here, to our party, my dears? Why do you look so cross?”

GM Frost |

"Practical jokers who? Oh dear. It’s been Toshiro and his friends, hasn’t it? Toshiro, show yourself at once!” The mischievous tanuki and his friends step forward, but let Mimiko do the talking.
“Let me introduce myself." the tanuki continues. "I am Mimiko, a village elder of the tanuki enclave upriver from Wanshi in Minkai. This is Kenta, also an elder,” the tanuki says, and Kenta nods in agreement. Looking at the crowd around her, she continues, “And these, these are my people. My fellow tanuki. We love a good party, as you can see."
"We apologize if our presence in the maze has caused any inconvenience. It is in our nature to be mischievous, but we assure you that we mean no harm. Perhaps there is a way for us to find a compromise, so we can all enjoy the maze together. I think I have a solution.”
“I think a fair contest would be appropriate to determine who gets to decide whether we should stay or go. As for what that contest should be, there’s only one honorable way to settle the matter!” As usual, Kenta takes a swig from his mug and echoes Mimiko’s words, “Yes, one way only!” Mimiko continues, “And that way is a dance-off!” Kenta nearly chokes on his sake and retorts, “What did you say, Mimiko? A dance-off? I say trial by combat is the only way!” Mimiko looks at Toshiro and his prankster friends, who merely shrug, then at the Pathfinders. “Strangers, whom I haven't gotten to know your names, looks like it’s up to you to decide. What will it be?”
It is up to the group to decide whether you want a dance-off or a trial by combat. Decide among yourselves which it will be, and majority vote wins.

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I'm ... not that keen on combat ... um ... I'm not sure I can dance though either ... but ... I'll give it a go.

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"I am not much of a dancer, but if this can be settled without violence, I will be happy to participate."
That -2 Acrobatics is going to make this ugly, though...

GM Frost |

"Alright, a dance showdown then." Mimiko confirms and turns to other tanukis.
“The strangers have spoken!” Mimiko beams, and continues, “A dancing contest shall decide who is right!” The tanuki crowd starts chanting: “Dance-off, dance-off, dance-off!” and clapping their hands and drumming their bellies, creating a beat to dance to.
The tanuki bard goes forward and introduces. "You can call me Mochi, and I will explain the rules." she says trying to not be drowned by the sound of drumming of bellies.
"And you wish you will have fun for this one!" she tells them excitedly.
Round 1: MYSTERIOUS DANCE The movements of this style are slow and deliberate, with the dancer appearing to be in a trance-like state. The hand movements are precise and intricate and may be used to convey hidden messages.
Opponent Suzu
Round 2: WARRIOR DANCE This performance can be a war dance, weapon dance, or kata, often consisting of vigorous movements, combat techniques, stamping of the feet, and shouts.
Opponent Tonta
Round 3: COURTLY DANCE Often used to demonstrate social status, this dance is highly structured and formal like ballroom dances, certain ceremonies, or courtship dances performed by birds and some other animals.
Opponent Dainiki
Round 4: ACROBATIC DANCE This style is graceful, elegant, and expressive, featuring intricate footwork and fluid, sweeping movements.
Opponent Kagebashi
Round 5: FREESTYLE The performers are free to perform any dance style, but it should be different from the previous four styles. As an example, a PC might use Crafting to Recall Knowledge about constructs for a “robot dance”.
Opponent Toshiro
Round 6: FREESTYLE The performers are free to perform any dance style, but it should be different from the previous four styles. As an example, a PC might use Crafting to Recall Knowledge about constructs for a “robot dance”.
Opponent Mochi
INSTRUCTION
1. Choose an opponent.
2. Roll a DC 15 Society check to Recall Knowledge to know the skills needed for a given dance. Each dance requires a separate knowledge check. On a Critical Success, the PC recalls specific dancing techniques that provide a +1 circumstance bonus to anyone attempting the skills for that dance.
3. Attempt three checks while performing a dance, which represents the entrance, the main part of the performance, and the finale. You may substitute a Performance check for any of the three checks. Describe your dance vividly and you may earn circumstance bonus to your checks.
"Let's start Round 1!" Mimiko announces and the tanuki audience cheers wildly.
So who will dance for Round 1?

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I might be able to do an acrobatic dance Ami offers hesitantly.
She tries to recall what she knows about dance styles.
society: 1d20 + 8 ⇒ (1) + 8 = 9 - Mysterious
society: 1d20 + 8 ⇒ (13) + 8 = 21 - Warrior
society: 1d20 + 8 ⇒ (13) + 8 = 21 - Courtly
society: 1d20 + 8 ⇒ (11) + 8 = 19 - Acrobatic
society: 1d20 + 8 ⇒ (6) + 8 = 14 - Freestyle

GM Frost |

Each PC will participate in one round. After competing in a round, that PC will not compete in any other rounds. This ensures that each of you gets a chance to participate once over the six rounds. I hope this is clearer.
So who will represent the group for Round 1?
P.S. My bad for the #1 instruction. That should be choose a PC to represent the group.