
GM Alice |

Arithas: 1d20 ⇒ 6
Khale: 1d20 + 5 ⇒ (13) + 5 = 18
Elysia: 1d20 + 1 ⇒ (13) + 1 = 14
Trig: 1d20 + 5 ⇒ (15) + 5 = 20
Li: 1d20 + 4 ⇒ (17) + 4 = 21
Ben: 1d20 - 1 ⇒ (13) - 1 = 12
As Khale, Trig, and Li look around the surrounding area, they do not notice anything out of the ordinary, but feel a strange, piercing presence watching them from afar...
Elysia sends Poe to the skies to scout around, and after a minute or so of flying around the raven caws in surprise before hurriedly returning back to his master. The raven whispers something in her ear, his feathers ruffled.

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Trig slides his pack off his back and onto the ground. He nocks an arrow and looks around carefully.
"The firepelt cougars in Varisia rarely travel far from a kill. They'll come back again and again until it is all eaten. "
But if it's as smart as Urdal said, could it be baiting a trap for us?
Hearing Elysia, he asks, "Did Poe say where?"

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Khale takes a look at the water, then stares at the log. After a moment, he sighs. "I apologize, my friends. I must beg your indulgence for a few minutes; my ability to cross is severely limited by my armor."
Saying that, he begins removing his scale mail.
Take 10 after removing the armor, put it back on once he's across.

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With the newfound information, Arithas mentally tries to catalogue this creature, as he works his way over the log, taking his time.
KnowledgeNature: 1d20 + 8 ⇒ (16) + 8 = 24
Acrobatics: 1d20 + 12 ⇒ (17) + 12 = 29 Taking 10

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Trig's willing to volunteer his rope as a hand line if Khale would rather not unarm before crossing. Trig will take 10 to cross.
Before crossing Trig loosens the straps on his pack so that he can slip out of it easily if he does fall. Then he crosses carefully, using his quarterstaff to balance and prop himself at the tricky places.

GM Alice |

Nester Rees takes his time crossing the fallen log as well, seemingly having a little bit of trouble leaping across the gap and regaining his balance with his cane-assisted movement. In the end, everyone makes it across without any unfortunate dips into the river.
It seems that the feline in the bushes has departed, and there is no sign of it lurking around any longer. It must have not appreciated being spotted.
Ready to move on?

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With no sign of the beast on this side of the river, Trig tightens his pack straps. He keeps his bow in hand however, and watches for any signs of the animal, or foraged food.
Sometime on the road, he'll comment to Elysia, "Your friend Poe is very handy to have around. I'm certainly glad of the extra set of eyes."
Perception 1d20 + 5 ⇒ (15) + 5 = 20
Survival 1d20 + 6 ⇒ (18) + 6 = 24
Raedy to move on.

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"This is no ordinary beast, as the centaurs originally surmised. We must keep our guards up." Arithas continues and scans the tree lines for purple eyes.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

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After a bit Poe flutters in and reports.
Elysia strokes the raven's feathers and says
Poe's perception 1d20 + 9 ⇒ (15) + 9 = 24

GM Alice |

Trig pulls out the smuggler's map and sets to reorienting himself. As far as he can tell, you are approximately halfway through the forested area that borders the southern edge of the Kortos Mounts; he believes that it would take another day or so of travel to emerge out the other side. With that in mind, the group presses on, paranoid for a sighting of the roving, violet-eyed panther.
Nester appears somewhat concerned by Bendaxalon's implication that the beast would likely go for him first. "Good gracious, I hope not!" He shudders, and subsequently makes sure to travel in such a way that there are people on either side of him--body shields, perhaps? Though a gnome hardly made a good-sized shield for a human...
Poe scouts ahead where she can, but the forest soon closes up again with a thick canopy that makes her aerial vision much less effective. The raven nonetheless flutters from tree to tree, occasionally returning to report on some finding or another. For the most part, none of them are of any huge consequence, largely being limited to 'there is a deer trail over there' or 'I heard a wolf howling from the west'. However, her keen eyes do indeed help the passage through the tangled woods.
You make reasonably good progress through the undergrowth, though are slowed down by yet another river crossing--this one is shallow enough to ford through, at least--and a harrowing half-hour or so spent navigating around a bear busy clearing out a giant honeybee nest. The terrain seems to be gradually becoming hillier as you approach the foothills of the mountain range, forcing you to detour through low gullies or otherwise hike up sometimes not so pleasant slopes. The forest gradually eases its tight formation as well as you pass through many open clearings and many more patches of light filtered down from the canopy. As the sun works its way below the horizon, staining the sky with amber and tangerine, you decide to make camp while there is still light to see by.
Choosing a campsite fortuitously near a large patch of blackberries, the group sets up a campfire and their bedding materials as dusk overcomes the sky.
Let me know of anything you're doing tonight, or if your watch schedule differs from what it was the day before.

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Bendaxalon takes great delight in lighting the campfire, rubbing his hands together to make sparks shower down on the gathered wood (spark cantrip), which catches fire within seconds. As he settles in to take first watch with Arithas again, he looks thoughtful, then clean, and then red, yellow, and orange all over (prestidigitation spell-like ability), like dancing flames.

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Same watches work for me.
Trig pitches his tent and helps with chores around the camp. After he tops off a meager meal of beef jerky and hard biscuit with some of the berries. Then he pulls out his small hour-glass shaped drum and twines rhythms from the center and edge of the drumhead.

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Li Shuo eats his usual meal of dried fish and rice. He then excuses himself and works out beyond the edge of the firelight, performing rhythmic combat moves in time to the drumming as though they were elaborate dances. Later, he stares at a tree for the better part of twenty minutes before returning to the campsite.

GM Alice |

The party partakes of the blueberries and amuses themselves through the evening before taking to their tents and bedrolls. Arithas and Bendaxalion take the first watch, the gnome amusing himself with simple magics all the way. Nothing surprises the alchemist and sorcerer, and so they switch places in a few hours with Li and Khale.
The monk and paladin take up positions on a log at the far edge of the fire, a convenient location that let them see most entries into the camp. Their watch is mostly silent, with Li a particularly reticent sort; he, however, seems quite vigilant, responding to even the faintest of rustles in the darkness. Khale is not as observant, but makes good use of his otherworldly heritage, able to see in the dark as if it were daytime.
The moon makes its slow passage across the sky, and all seems well... until all of a sudden, there is a great yowl as a black, earless, panther-like beast leaps from the undergrowth and launches itself at the nearest sleeping body. Bendaxalion lets out a great shout of pain as he feels sharp teeth sink into his leg through his bedroll, abruptly waking him from his sleep. (You take 1 damage.) Thank goodness for the bedroll softening the blow!
Li and Khale are quick to get to their feet, but the rest of the camp, rudely awakened, stumble around in their tents and sleeping bags, trying to make sense of what is going on. But there's no time for complaining when a beast of this sort is amongst your ranks!
Khale Perception: 1d20 ⇒ 1
Li Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Krenshar Stealth: 1d20 + 10 + 5 ⇒ (10) + 10 + 5 = 25
Krenshar Bite: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 ⇒ 1
Krenshar Init: 1d20 + 6 ⇒ (10) + 6 = 16
Ari Init: 1d20 + 3 ⇒ (7) + 3 = 10
Ben Init: 1d20 + 2 ⇒ (8) + 2 = 10
Ely Init: 1d20 + 3 ⇒ (9) + 3 = 12
Khale Init: 1d20 + 1 ⇒ (19) + 1 = 20
Li Init: 1d20 + 6 ⇒ (4) + 6 = 10
Trig Init: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative: Khale | Panther | Elysia | Li | Arithas | Benxalion | Triccio
Light
Currently the only light source is the campfire, which is mostly embers at the moment. The campfire provides normal light in a 10-ft. radius around it (as shown by the yellow ring), or 20-ft. radius if you have low-light vision (as shown by the pinkish ring). The rest of the area is considered dim light. If you have darkvision, you can see fine, of course.Dim Light:In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.Terrain
The areas with trees on the map have heavy undergrowth.Trees & Heavy Undergrowth:A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves.Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible.
Status
Arithas: Prone
Bendaxalion: 7/8 hp; prone
Elysia: Prone
Triccio: Prone
Nester: Prone
Just to remind everyone about how I run initiative, I will work it in blocks. All characters that act before the enemy will take their actions in any order, followed by the enemy's turn. After that, every character can act in any order, alternating with the enemy.

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Know(arcana) 1d20 + 2 ⇒ (10) + 2 = 12
Trig is dreaming of the waterfalls north of Riddleport when Bendaxlion's cry awakens him. He wakes up confused and disoriented. Snapping upright, his head encounters the tent, and he falls back. He rolls over and shuffles forward on his belly until his head it clear of the tent and he can look around.
Fluff post to cover this question: Alice, how many action are consumed getting out of the bedroll and tent? Can we assume we're all standing and ready to go for round 2?

GM Alice |

Standing up from prone is a move action, and moving out of the tent would also be a move action of some sort, just treat it as moving a normal distance from the square that you're in.
I presume your weapons are near where you sleep, so you can pick up a weapon with a move action as well.
Also note that you may or may not have armor on, depending on what your character would do. Sleeping in medium or heavy armor incurs the usual fatigued penalty for doing so.
For now, it's probably best if you wait until Khale and the krenshar can act, because your actions are likely to be contingent on the actions it takes!

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Li never moves a muscles until the fight is over. When the big cat is dead, he rises gracefully and strides over to Khale's side, looking down, impressed.
"Huh," he says. "Accept please Li's respect. Technique is very good. Teacher be very satisfied."

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Trig fights clear of his tent and grabs the quarterstaff propped outside, but the excitement is all over before he's even all the way out. Feeling the night breeze he looks down, and slinks back into his tent.
A few moments later he re-emerges fully clothed and congratulates Khale on his kill.
Yow! Nice strike Haldhin.

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Khale stares at the cat. Looking at Elysia, he repeats, "Krenshar."
Khale seems uncomfortable with the congratulations, but nods and smiles, then looks back down at the krenshar's body. "Thank you, it is difficult for those of my order to kill a creature. We believe that all living things, no matter how ugly or evil, have some spark of Shelyn's beauty inside. To take that away is not something we do lightly. But given no other choice, I am grateful that my strike was true and the monster is dead."
He turns back to the rest of the group, "Most of all, I am glad that it didn't hurt Bendaxalon any more than it did. And maybe the centaurs will rest easier at night knowing it won't be terrorizing them any longer."
Thanks, that was a nice surprise. :)

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KnowledgeArcana: 1d20 + 8 ⇒ (2) + 8 = 10 Arithas still couldn't figure it out lol solid hit btw
Arithas walks up and claps a hand on Khale's shoulder. "It may not be easy to take the life of a creature, but in this instance you have saved Bendy's life, as well as protected us for the rest of our journey. You have also saved the lives of countless centaurs, who will be eternally grateful to you."

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"Ow." Bendaxalon hadn't managed to do anything after the krenshar's initial strike -- but then again, neither had the krenshar. He pulls himself out of his bedroll, and goes straight to the centaurs' satchel. "I think I've earned a strawberry." He eats one with obvious delight, and actually looks quite healthy afterward. "Mmm! Almost worth getting bit for."

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"Ow." Bendaxalon hadn't managed to do anything after the krenshar's initial strike -- but then again, neither had the krenshar. He pulls himself out of his bedroll, and goes straight to the centaurs' satchel. "I think I've earned a strawberry." He eats one with obvious delight, and actually looks quite healthy afterward. "Mmm! Almost worth getting bit for."
The Varisian chuckles at Bendy's enthusiasm. "You certainly deserve it."
Khale nods once and smiles. "Well, it appears the excitement is over. How should we dispose of the body? Should we bury it, burn it, or just leave it for the scavengers?"
"I'd say drag it out of camp and hang it from a tree. It will draw scavengers and maybe they'll draw centaur hunters. They'll see that we held up our end of the bargain."

GM Alice |

Sorry for my abruptness earlier, was in the middle of studying for my last exam this semester. All over now, whee. :)
After some discussion, the not-so-intelligent (or, perhaps, not-so-lucky?) krenshar corpse is dragged a moderate distance from the camp and slung up over a low-hanging tree branch. With a little bit of gnomish magic, the trail of blood is easily cleaned up to avoid attracting those scavengers to the camp itself. In time, the group returns back to their sleeping backs and tents, with Khale and Li continuing their watch until it's time to swap places. Thankfully, it appears that the failed krenshar ambush would be the only terror in the night, and the morning dawns with no further incident.
In the morning, while the Pathfinders have breakfast, pack up their gear, and otherwise get ready for another slog through the woods, keen ears pick up the sound of hoof-beats not too far off in the direction of where you took the krenshar corpse. Shortly thereafter, three familiar faces emerge from the woodland; it is Urdel and his hunting band. Slung over Thunderhoof's shoulders is a collection of fur pelts, mostly from wolves. They appear to be reasonably fresh pelts and as of yet not fashioned into anything.
The centaur leader bows deeply upon sighting the group; the other centaurs do the same. "My friends, you have destroyed the threat to our forest home. We are eternally grateful for your assistance," he says, almost emotional in his obvious sincerity.
"We cannot offer you much in thanks," Urdel says as he straightens up, tugging the furs from over his shoulder and offering them to the group. "All we have to give are these furs."
"The high areas of the Kortos Mounts can become deathly cold overnight, even in the warmer months such as now. You may find that these come in handy. Please, take them; I only wish we could offer you more for your assistance."
If you're so inclined, you can fashion the furs into a single makeshift cold weather outfit with a DC 15 Craft (clothing) or Survival check. They can also be used as simple blankets as they are now.

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Trig curses himself for not thinking about cold weather in the peaks. Even in high summer the Mindspin are tipped with snow. Why not here too?
SO it is with genuine gratitude that the bard speaks, "Thank you, Urdel. If the weather does turn bad, your gift may be life itself." He casts around in his beltpouch and draws out two tindertwigs.
"We have little to give, but please accept these. If you drag them quickly -- ~demonstrates dragging the twig over his hand~ -- over a rough surface they will produce a small flame, good for starting fires. I hope they will prove useful some wet evening and that as you sit beside the fire you will remember your friends, the Pathfinders."
Diplomacy take 10 for 17.

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Li is impressed by Trig's diplomacy. Back home such matters were left to the perfumed hands of bureaucrats. He reflects that he has much to learn about the Pathfinders. Aware of his linguistic shortcomings, he listens and remains silent.

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Bendaxalon waves a hand modestly. "Oh, it was nothing. All I had to do was lie there and be irresistible krenshar bait; Khale did the real work."
Sense Motive: 1d20 - 1 ⇒ (9) - 1 = 8 Failure
The charismatic gnome smiles at Triccio for being so polite about the furs. No doubt all of them had packed cold weather gear, knowing that they were going to travel through mountains; but still, it's good to accept gifts graciously. "Thank you for the furs, they look very comfy and warm."
Aid Another (Diplomacy): 1d20 + 4 ⇒ (11) + 4 = 15 Success

GM Alice |

If you've got anything more to say to the centaurs, feel free, but I'm going to keep moving this ship onwards...
Urdel seems quite pleased by the gift of the tindertwigs, bowing to Triccio as he accepts them. "It certainly seems much handier than flint and steel... we thank you, kind human. I hope that our tribes can continue to co-exist in peace and harmony." The centaurs remain for a short while thereafter, asking questions of the Pathfinders' lives beyond Absalom and in turn sharing short stories of their tribal life in the forests of Kortos. They explain that they are going to collect the krenshar body and return it to their tribe so that their shaman can perform a proper soul sending for the predator, hoping to calm its spirit beyond death so that their lives are not haunted by a spectre of its kind again. In the end, the Pathfinders and the centaurs amicably part ways, and you turn your attentions to the road ahead of you.
Though the terrain had turned hilly the day before, it swiftly becomes evident that the situation is only serving to get worse. The trees thin out, at least, being replaced by firs and pines, but instead of cloying undergrowth there is precarious boulders, gravelly cliffs, and occasional sharp inclines that cause everyone to pant and wheeze. Soon enough, you leave the wild woods behind as you find your way into the base of the Kortos Mountains.
Trig Survival: 1d20 + 6 ⇒ (11) + 6 = 17
It takes some time to find the mountain pass depicted on the smuggler's map, but with Trig's expertise in this matter he soon sets everyone off on the right path. Despite the devilish cliffsides you scrambled up to find the pass in the first place, the passage through the mounts is surprisingly easy to follow, winding around the base of the mountains and avoiding the worst of the terrain at higher altitudes. You follow along a shallow, pebbly riverbank for a couple of hours, and beyond that a lightly forested copse with one absolutely enormous dead tree in the centre; it appears to have been struck with lightning at some point but never collapsed. You occasionally must hike up sharp inclines or pull yourselves over rocky outcroppings, but for the most part travel is on largely flat ground.
You notice that, even in the middle of the day, the temperature up here in the mountains is much colder than it was back in the forests. The closed-in canopy easily trapped in the warmth of the day, but here--with massive, snow-capped mountains and very little in the way of shelter--the heat dissipates much easier. The further you go--especially during the times when the trail leads up higher--you even see unthawed frost on the ground. As the afternoon drags on, and you head up a particularly high summit, you feel the chill of light snow flurries caress your cheeks and melt away instantly.
With light beginning to fade, the group starts to keep an eye out for somewhere to set up camp. Circling around a cliff, you catch sight of something quite odd up ahead on the slope of the trail: a half-destroyed covered wagon, its front side covered in frost and a little bit of collected snow.

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Calmly, Li puts his leg through his bowstring, carefully stringing his bow and scanning the area for possible hidden hazards or foes.
Li Shuo's Perception: 1d20 + 8 ⇒ (10) + 8 = 18