(#Q-24) “Tanuki Trouble” Gameplay

Game Master rainzax

Synopsis:
During the Year of Unfettered Exploration, the reappearance of the planes of metal and wood destabilized the Maze of the Open Road, the extradimensional maze the Pathfinder Society uses to transport personel and good across vast distances. In trying to stabilize itself, new entrances and exits appeared, one in a Tanuki village in Minkai. The tanuki had some fun pranking travelers in the maze until some Pathfinder agents defeated them at their own games. Now the village is on good terms with the Society, but the Pathfinders would like to have a lodge in the village to oversee this new exit. The tanuki are amenable, but only if the Pathfinders do some favors for them first. Of course the PCs are the ones tasked with these favors.

Challenge Points @ 4/4/4/4 = 6+6+6+6 = 24

Maps / Slides
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions


BURNING BUILDING HAZARD 0
ELEMENTAL FIRE
Stealth DC 0
Description Non-living flames burn hungrily.
Disable DC 19 Survival to beat the flames with a stage curtain
or similar cloth, DC 14 Acrobatics to splash liquids onto the
fire, or 5 points of cold damage.
Conflagration [free-action] Trigger A creature starts its turn in a burning
building; Effect The creature must attempt a DC 18 Reflex
save or take 1d6 fire damage
Spread [reaction] Trigger The round ends and no creature has
attempted to Disable it this round; Effect A building within
15 feet becomes a burning building. The burning building
can’t use Spread next round.
ELITE ANIMATED FLAME CREATURE 2
UNCOMMON SMALL ELEMENTAL FIRE
Variant fire scamp (Pathfinder Monster Core 147)
Perception +5; darkvision, smoke vision
Languages Pyric
Skills Acrobatics +9
Str 0, Dex +4, Con +0, Int –2, Wis +0, Cha 0
Smoke Vision The animated flame ignores the concealed
condition from smoke.
AC 19; Fort +9, Ref +11, Will +5
HP 26, fast healing 2 (while touching fire); Immunities bleed,
fire, paralyzed, poison, sleep; Weakness cold 3
Speed 20 feet, fly 25 feet
Melee [one-action] headbutt +11 (finesse), Damage 1d6+2 piercing and
1d4 fire
Flame Breath [two-actions] (arcane, fire) The animated flame breathes
flames in a 15-foot cone that deals 2d4+4 fire damage to each
creature within the area (DC 19 basic Reflex save). Creatures
that fail the save also take 1d4 persistent fire damage. The
animated flame can’t use Flame Breath again for 1d4 rounds.
Failing Task [free-action] Trigger The animated flame leaves the village;
Effect The animated flame becomes stupefied 2.
Failed Task [free-action] Trigger The animated flame starts its turn
outside the village; Effect The animated flame dissipates.
WEAK ANIMATED FLAME CREATURE –1
UNCOMMON SMALL ELEMENTAL FIRE
Variant fire scamp (Pathfinder Monster Core 147)
Perception +1; darkvision, smoke vision
Languages Pyric
Skills Acrobatics +5
Str 0, Dex +4, Con +0, Int –2, Wis +0, Cha 0
Smoke Vision As elite animated flame.
AC 15; Fort +1, Ref +7, Will +1
HP 6, fast healing 1 (while touching fire); Immunities bleed,
fire, paralyzed, poison, sleep; Weakness cold 3
Speed 20 feet, fly 25 feet
Melee [one-action] ram +7 (finesse), Damage 1d6–2 piercing and 1d4 fire
Flame Breath [two-actions] (arcane, fire) The animated flame breathes
flames in a 15-foot cone that deals 2d4–4 fire damage to
each creature within the area (DC 15 basic Reflex save).
Creatures that fail the save also take 1d4 persistent fire
damage. The animated flame can’t use Flame Breath again
for 1d4 rounds.
Panic of Failure Foreseen If the animated flame leaves the
village, willingly or otherwise, it becomes frightened 2 for
2 rounds.
Price of Failure If the animated flame starts its turn outside
the village after it arrives, it dissipates.