The red tile glows dimly before shooting out a column of flame.  It had a 3 second delay, so a fast runner might be able to cross it in time.<br/><br/>The yellow tile caused all adjacent tiles (in all eight directions) to turn black, before turning back to their original colors in 1 second time.  However, upon turning back any yellow tiles affected were now red!<br/><br/>The black tile (the one unchanged) did not react or change as a marble touched it.<br/><br/><em>The way the floor is set up means that simply walking from black tile to black tile is not possible.  You can try jumping from tile to tile, or attempt to exploit the yellow tiles to maneuver better.  You can choose to roll either an Acrobatics check or Reflex save to safely maneuver across the room.  How well you do determines how many mistakes you make.<br/><br/>Or if you have another way of getting across, I wouldn't mind hearing about it!<br/><br/>Less than DC 10: You get scorched three times!<br/><br/>DC 10: You get scorched twice!<br/><br/>DC 15: You don't get scorched at all!<br/><br/>First flame tile, 4 damage (https://elliquiy.com/forums/dicebot.php?r=59478)<br/><br/>Second flame tile, 4 damage (https://elliquiy.com/forums/dicebot.php?r=59479)<br/><br/>Third flame tile, 1 damage (https://elliquiy.com/forums/dicebot.php?r=59480)<br/><br/>All damage is non-lethal, but it still hurts a little!</em><br/><br/><br/>Finally, Kleris was able to make it to the door.  It was unlocked, and led into a circular room.  Said room contained a pool of reddish-brown liquid, with a tall pedestal of white stone raised in the center of the pool.  It was 8 feet tall, with a golden yellow crystal containing what looked like a key inside it.  Four slightly shorter pillars circled around the central one in clockwise direction.  If one were nimble enough, perhaps Kleris could climb up and get the key, or maybe use a convenient spell to get up there.<br/><br/>At the north end of the room was a door, which was locked.  The room's walls were covered with vines, which reached all the way up to the ceiling and covered it in a greenish expanse.<br/><br/><em>I don't know if this was intentional on your part, but I noticed that Kleris only has cantrips (0 level spells) prepared now.  In Pathfinder (and 3rd Edition), a prepared caster can leave spell slots unfilled to prepare spells at a later time with 15 minutes of meditation.<br/><br/>Alternatively, you can try searching the area, using the pillars or vines to climb up to a higher vantage, or anything else you want Kleris to do.<br/><br/>Climbing the vines are DC 5.  Maneuvering up the pillars are DC 15 Acrobatics or Climb, higher than normal due to disorienting conditions.</em>