
EndlessForms |

With Solarious' spells and Aamiri's arrow, Jerevyx falls to the ground, crumbled up and charred, landing on the ashy remains of her pet dragons.
End of combat.
Jerevyx had an amulet of natural armor +1 and a cloak of resistance +1.

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Miss Elizabeth pokes through the spoils. "Indeed she was. Some excellent items indeed." She furrows her brow, "However, I have no claim to these; I may as well have been waiting with the centaurs while all of you took care of these harpies. I apologize for my uselessness in battle thus far. Perhaps I shall prove myself more worthy in the future."
She sulks away, back towards the entrance to the cave where she finds a clear spot to sit and wait for the group.

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Kyra turns to Elizabeth as she moves towards the entrance to the cave, offering what cheer she is able to muster, "Hey, look at it this way, at least you didn't get that foul smelling ice breath on you. I'm pretty sure you got the best of that confrontation."
Realizing that the party is still suffering from the side-effects of the blasts of cold and lightning, Kyra waits until the group has gathered and intones a prayer to Sarenrae, driving back the chill of the icy cave with healing warmth.
Using two uses of channel energy
4d6 ⇒ (6, 2, 2, 3) = 13
4d6 ⇒ (3, 6, 6, 1) = 16
Kyra then takes a moment to make an extended search around the small cavern.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
And somehow manages to get lost in the small room :)

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At Kyra's words, Elizabeth perks up a bit. She decides to make herself useful and search the area, to see if she spots anything Kyra may have missed.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Or, take 20 if we have time

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Current HP: 46
With a gesture, Phos sends the mass of writhing tentacles back to the madness from whence they came. He then approaches the bodies of the dragons and the harpy. Ignoring the treasure findings, he begins to examine each of the bodies, starting with the harpy, removing small samples; a scale, a few feathers, a talon, even extracting 2 pints of blood into jars through an odd tube; and placing them in a seemingly endless supply of bottles, jars and pouches taken from the side pocket of his haversack. As he works, he speaks in an even tone to Aamiri, although he does not bother to turn and face her, "Do not let your comfort get the best of you swordswoman. I would remind you that at least one harpy is still at large. It is unlikely that it would be foolish enough to attack us by itself, but we do not know what further dangers may lurk in the area."
With that, he moves on to taking samples from the two small dragons. Once his work with the cadavers is complete, he packs his tools carefully into the bag and stands. "If none of you have a need for the amulet, I would make use of it," He then looks to Elizabeth, then Aamiri and continues,"but it is more likely that one of you would need such protection while weaving in and out of combat. As for the cloak, it is inferior to my own, so it should go to the Pathfinder with the greatest need."
He turns and walks towards the door of the cavern, "We should consider resting for the evening before facing another foe."
I presume that since there are 3 tasks and 3 days, we should rest in between. Should we rest here, or make our way back to the centaur tribe?
He extracted 2 pints of blood because, in earlier discussions, Solarious informed him that he too knows Blood Transcription, but as Divination is an opposition school for him (which results in Phos losing a bit of respect for his fellow elf wizard), he is unable to spontaneously cast it using his bonded object, and so must prepare the spell the next day. The blood is good to use for 24 hours.

EndlessForms |

Sorcerer Spells Known (CL 4th; concentration +9)
2nd (4/day)—elemental touch* (DC 17) resist energy
1st (8/day)—mage armor, magic missile, shocking grasp,
true strike
0 (at will)—acid splash, daze (DC 15), detect magic, resistance,
spark* (DC 15), touch of fatigue (DC 15)

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(good timing!)

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I think the safest bet, since the missions seem to be in cardinal directions from the centaur camp, is to head back and do our resting there as needed. No sense camping in an ice cave!

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Miss Elizabeth examines the amulet. "Aamiri, I think you may have more need of this than I do. As for the cloak, it is identical to the one that I am wearing, and I leave it for someone else."
At the mention of going back to camp, Miss Elizabeth agrees with the two clerics. "Yes, the centaurs may not be the most welcoming, but I prefer their company to that of a glacier."

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Phos walks back into the cave, checking his face in a small metal mirror and wiping something away from his lips with a small cloth. He slides both objects back into his sash and assists the party with their search of the cavern. As they search, he says, "So it is agreed that we will return to the centaur camp."
Sorry, forgot to do the searching thing before.
Perception check:1d20 + 16 ⇒ (4) + 16 = 20

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Kyra glances head at Phos and comments, "Well, if I had to look at this from a tactical perspective, I think I'd chose to pay a visit to this thief to the west. I'm guessing that given his profession, he's probably got eyes and ears watching the camp as well as us by now. Give them too much time to prepare and we will have our hands more than full. The minotaurs on the other hand, can probably wait."

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Miss Elizabeth considers Kyra's reasoning. "Yes, I agree Kyra. Also, though he is a thief, this Urso may be persuaded to halt his attacks on the centaurs without ending his life. I think that course would be in our best interest. We can discuss this more in the morning, but I would like the opportunity to try and negotiate with him, if possible."

EndlessForms |

You return to camp late at night and things have started to settle down. Nashota is waiting for you, though. "So you beat the harpy queen, eh? I must admit, you have impressed me with that triumph. But two more foes await you before I'll agree to go with you to fight in your tournament. Get some rest and see what you can do tomorrow."

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EndlessForms |

Aamiri finds a small bejeweled tiara which she places on her head amongst her dirty, unkempt hair. Some of the centaurs give her a weird look when she walks back into camp.
The next morning Nashota wishes you luck as you head off to Urso Landel, the thief.
I'll need some survival checks to locate his camp as you journey through the forest.

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Presuming the night goes without interruption, Phos spends the evening scribing his new spell into his spellbook (40gp), making a journal entry about the day's events, discussing magic in theory and practice with Solarious (as well as giving the other wizard the extra pint of blood he obtained), resting and meditating.
In the morning, he prepares his spells.
5th: Cone of cold (DC 24), Teleport, Prying Eyes*, Hungry Pit (DC 24)
4th: Dimension Door, Arcane Eye*, Acid Pit (DC 23), Black Tentacles x2 (CMB +14/CMD 26)
3rd: Dispel Magic, Haste x2, Blood Biography*, Fireball (DC 22)
2nd: Create Pit (DC 21), Detect Thoughts* (DC 22), Invisibility, Mirror Image, Communal Protection from Evil, Scorching Ray, Web (DC 21)
1st: Mage Armor, Magic Missile x2, Ray of Enfeeblement x2 (DC 20), Touch of Gracelessness (DC 20), True Strike*
Cantrips: Detect Magic*, Detect Poison*, Message, Mage Hand
* designates Divination (specialist) school spells
In the morning, Phos will cast Mage Armor on himself using his Lesser Extend Metamagic Rod (lasts 18 hours).
Once the party has set out to look for the bandit camp, Phos will roll survival, but would prefer to use his roll as an Aid Another to assist someone with more expertise in the area.
survival roll: 1d20 + 1 ⇒ (15) + 1 = 16
Also, if someone in the party is a skilled survivalist, he will expend a use of Diviner's Fortune to give that party member a +4 bonus to their skill check.

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Miss Elizabeth wakes from a restful night. Upon reaching a consensus with the group, she goes about trying to figure out the best route.
Survival: 1d20 + 1 ⇒ (16) + 1 = 17

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Having no meaningful training in tracking people through the woods, Kyra will be ready to follow the group, scimitar in hand.
Kyra will be doing her best as the party treks through the forest to keep a close eye out for any areas that may shows signs of blight or disease.
Cleric Spells Prepared (CL 7):
4 (2/day) Spiritual Ally, Fire Shield, Neutralize Poison
3 (3/day) Invisibility Purge, Dispel Magic, Searing Light, Chain of Perdition
2 (4/day) Owl's Wisdom, Cure Moderate Wounds, Delay Poison, Spiritual Weapon, Hold Person (DC 16)
1 (5/day) Divine Favor, Liberating Command, Shield of Faith, Protection from Evil, Bless, Cure Light Wounds
0 (at will) Detect Poison, Create Water, Read Magic, Detect Magic
Bolded spells have been cast.
Channel Energy Uses Remaining: 7 (7 Max)

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After her morning sunrise prayer, Kuduro takes out her wayfinder and gets the lay of the land and offers her assistance.
Aid Other Survival: 1d20 + 8 ⇒ (2) + 8 = 10
I'll update my spell list at lunch today.

EndlessForms |

It takes the party about four hours of trekking through the woods before you come across a clearing.
A broken-down wagon sits off to one side of this small clearing, its wheels sunk deep into the soft turf. Two partially collapsed huts rest not far away, huddled around the smoldering remains of a campfire.
Kyra: 1d20 + 4 ⇒ (7) + 4 = 11
Miss E: 1d20 + 13 ⇒ (13) + 13 = 26
Phos: 1d20 + 16 ⇒ (11) + 16 = 27
Aamiri: 1d20 + 11 ⇒ (7) + 11 = 18
Solarious: 1d20 + 11 ⇒ (8) + 11 = 19
Kuduro: 1d20 + 6 ⇒ (18) + 6 = 24
As you near the clearing, Urso turns and mounts the axebeak standing next to him. Two men sitting next to the fire turn to you too as Urso raises his lance and shouts “Empty your hands, dogs!”

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I don't know that it applies here, but I probably should have pointed this out before. Phos always goes on surprise rounds, even if he doesn't make his Perception roll, due to his Forewarned ability, as outlined below.
Phos surveys the man and his mount, and recalling that Natasha mentioned losing her lance, he examines it. He then surveys the area around them, realizing that 3 brigands is far too few for a group that regularly attacks centaurs.

EndlessForms |

"Now just drop your weapons and we'll talk a bit." Urso says, adjusting his grip on the lance, which looks far too nice for a thieving brigand to have afforded.

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Phos, recognizing Kuduro as the most well-spoken among the group, touches her arm* and quietly says, "Maybe we should attempt discussion before lighting them on fire."

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*Bonus School Spells
Cantrips
Message
presidation
Detect Magic
1
Enlarge Person
Feather Fall
Mage Armor -Cast
Shield
Air bubble
Grease
*Summon Monster I
2
Scorching Ray x3
Create Pit
Blood transcription -Cast
*Summon Monster II
3
Slow
Spiked Pit
Stinking Cloud
Lighting Bolt
*Summon Monster III
4
Emergency Force Sphere
Greater Invisibility
Black Tentacles
Wall of Ice
*Summon Monster IV
5
Hungry Pit
Teleport
Feeblemind
*Summon Monser V
in the moring after I prepare my spells, I will cast mage armor on myself, and cast blood transcription from the left over blood clooected by Phos, I will also take resist Energy
"I always find people are more willing to talk after being seared... But have it your way."
Also, unless otherwise noted, Faust sits on my shoulder invisible untill he received a command

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Elizabeth nods her head at Phos' suggestion. She also decides to follow Urso's orders and places her rapier on the ground. However, while she stands up after placing her rapier on the ground, she quickly stashes a dagger underneath the sleeve of her armor.
Sleight of Hand: Concealing: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
The plus two is for concealing a dagger.

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Knowing full well that her strength lies not within her weapon, but her faith, Kyra sheathes the scimitar she holds into the scabbard on her belt, showing her palms forward in a gesture of peace.
She will attempt to aid in any attempt at Diplomacy made, or will take up the lead on a diplomatic effort if needed.

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Kuduro nods at Phos' encouragement. "The Dawnflower always accepts those who are willing to repent."
Kuduro draws her scimitar and plants it into the ground, stepping well in front of it her arms wide and hands open to Usro. "If it is these weapons you, and your men in hiding, fear then i bid you cast aside such fears. Let the light of Sarenrae into your heart and know the words I speak are true. We come seeking a way to resolve you conflict with the Cangarit tribe. If you intend to try and harm me, or my friends, bare in mind the tiara worn by my barbarian friend here." she gestures toward Aamiri. "Taken from the head of Jerevyx just yesterday. Even today the Cangarit tribe's armorer fashions new armor from the hides of her pet drakes. I am honest in my words and willing to speak in peace. Are you willing to do the same?" she gives a warm, motherly smile.
Diplomacy: 1d20 + 14 ⇒ (14) + 14 = 28

EndlessForms |

"Hmph!" snorts Urso as he raises his lance vertical in the air. "You Sarenites do have a way with words. All right then, come sit with us for a while."
One of the bandits takes the lance from Urso's hand as he dismounts the great axebeak. Two more bandits drop from the trees on either side of the clearing, putting arrows back into their quivers.
"I must admit," Urso says as you approach, "I've never been fond of centaurs. But I do grow weary of battle and it's nice to have some company beyond our small troupe. Now what is your proposal?"

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"This seems too easy.."Solarious thinks, "I'll have Faust Scout around" Telepathicly Solarious commands faust to scout the area around their meeting spot, using their Kinsight Goggles
Solarious Casually pulls a monicle out of a hidden sleeve in his robes, and puts it on
"What brings you at odds with the local Centaurs?"
Faust Perception check, including detect magic
1d20 + 13 ⇒ (1) + 13 = 14

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Before Kuduro is able to begin, Elizabeth gestures that she would like to address Urso. Afraid to upset Urso by speaking to another, she moves close to Phose and offers a pleading look, hoping for some help. Steeling her courage, she thinks to herself, By Gozreh, I hope I can pull this off. Elizabeth steps forward to Urso.
"Urso, correct? As you are probably aware, the centaurs, and Nashota especially, don't think to highly of you. Now, as far as I'm concerned, I could go one way or the other on my opinion of you. On the one hand, it does seem as though you've got yourself a nice lance - one that may be a bit too nice for a sellsword such as yourself. -Wait, before you get upset, I don't see anything wrong with that term. I consider myself a sellsword. I've been called a thief before as well, it's an occupational hazard."
Elizabeth steps closer to Urso, enough so that she can speak just above a whisper for Urso to hear him.
"You and I have a common friend - Gueril Karela. He finds himself in need of your services at this time. Now, you and I know he's a man that can handsomely reward good work. So, you now have this great opportunity - quit dealing with these centaurs on this forsaken island, and make yourself some real coin working for Karela."
Diplomacy: 1d20 ⇒ 12

EndlessForms |

Assuming Phos gives Elizabeth a good touch.
Urso looks a bit askance at Elizabeth when the elf walks forward but quickly relaxes when he realizes that she makes much the same type of living that he does.
"Hmph! Urso grunts again. He leans in and addresses Elizabeth, "I may just get ahold of him then."
Leaning back and addressing the entire group, Urso announces, "Now this one is speaking my language. I suppose Nashota sent you here to get rid of me. That's all well and good, perhaps. Might be I can find a better deal by moving on. I'd still like to hear what grand proposal you have in mind, though."
It's going to take another Diplomacy check to get him to leave and/or give you the lance.

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preferably and
Phos lays a hand on Elizabeth's shoulder, but does not use Diviner's fortune. Instead he nods to her in acknowledgement of her helpful contribution, and says "I believe Kuduro can explain it best," he turns to Kuduro, touching her arm with Diviner's Fortune.

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Kuduro follows Urso, leaving her scimitar where she planted it in the ground. "In truth, a truth you likely know better than I already, the centaurs are beset by a host of enemies. With the bountys, other monstrous neighbors and what-not their existence is a perilous one at best. " she looks around the camp. "You and your me know this perilous existence first hand, you live it as well. The time has come, though, for you to open your hearts to the warmth and healing love of mighty Sarenrae. She is a powerful goddess of healing, merciful redemption. What is redemption really, but a form of healing? To mark the start of your journey on this new path, you can return to us the weapons and armors which belong to the centaurs and part in peace. Never again welcome in the territories of the Cangarit, you will be free to begin your lives anew, under the loving warmth of Sarenrae if you choose. You will find the world before you open with new possibilities to those who are willing to listen. There is an old Qadiran saying, "A wise man can hear profit on the winds.""
Diplomacy: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24
Cleric Spells Prepared (CL 8):
4 (3/day) Blessing of Fervor (x2) (DC 20), Wall of Fire, Summon Monster IV
3 (4/day) Archon's Aura (DC 19), Invisibility Purge, Dispel Magic, Fireball (DC 19), Summon Monster III
2 (5/day) Produce Flame, Silence (x2) (DC 18), Bull's Strength, Hold Person (x2) (DC 18)
1 (6/day) Liberating Command, Protection from Evil, Bless, Burning Hands (DC 17), Sanctuary (x2) (DC 17), Weapons against Evil (DC 17)
0 (at will) Stabilize, Detect Magic, Detect Magic, Guidance

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Phos places his hands together in front of him, touching them together only by the fingertips (Diviner's Fortune) and says,"What my devout friend here is trying to say between the strokes of her goddess' ego, is that if you are weary of your struggle against the centaurs; a struggle which by all rights has born little enough reward for your efforts, now is the time to take your leave and seek out more fruitful endeavors. Wash your hands of this enemy and leave your grudges behind." He extends an open hand to motion towards the lance. "Let us take the lance back to the Centaurs, as a token of treaty, that should you ever have need to return to this place, you might have one less enemy to account for. What say you?"
Diplomacy:1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31