* Takes no time;
** Both individuals must use the action;
M denotes the activity is a major action (all complex activities are major).
† If comparing against spells, time is 1d4+4 segments.
Complex—Incorporates major and minor actions; takes the whole round to complete.
Delaying—These are major actions that cause you to act during LOW group initiative, no matter the result of your group initiative roll.
Simple—happens during your group initiative and typically allows you do complete other actions. Simple actions will either happen during the "Other" phase of the group's initiative or before this depending on whether the activity is tied to another. All simple activities add 1 segment to other actions unless noted differently in the activities table.
A "readied" weapon is simply a weapon in a loop or sheathed, but otherwise, ready to be drawn and wielded. Properly implemented "peace knots" require a complex activity to undo. Similarly, the term "readied" (outside of shield usage) means that an item is in a pouch or other container or location easily accessed. Items inside a backpack/pack are not "readied".
In the table above, pulling or dragging something across a surface assumes the weight is higher than the creature can lift (so heavy you can only drag it). See Encumbrance.
Because of the variety of simple activities, there is no hard and fast rule for performing multiple during a round.
For example, to sheath a weapon, then draw another weapon and attack would not affect group initiative order (but would add +1 to weapon speed during ties).
Whereas closing a door before retrieving a readied flask of oil, to then drop it on the ground, may be ruled delaying or even complex (particularly if you're also dropping a lit torch!).
It helps to discuss your intent to perform multiple activities with the GM during declaration.
In addition to lighting a torch, other examples of activities that would take an entire round to complete are:
Spike a Door. Drop everything held (must have 2 hands free), remove a spike from a pouch or other readied location, remove a readied mallet or hammer, and hammer the spike into a closed door (to keep the door from opening) or an open door, to keep the door from closing fully. Note, if you need to move more than 10-ft. to accomplish this task, the door will be spiked on LOW initiative in the succeeding round (ie. on a delay).
Waxing Your Ears. Drop something in hand, remove helmet (dropping it), remove wax candle from a pouch or other readied location, pinch two pieces off, and plug ears to gain the deafened condition.