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Vamir - yes, you have some time. If you all play your cards right, there won't be any need for further combat
"Pathfinders?! Oh we know of you. We are envoys for our elemental bosses. We’re envoys in the service of our elemental masters. We’ve been trying to broker a peace here, but so far, we’ve been unsuccessful."
"I am Ayrene, " one of them says, "Our camp is down that way, " pointing down a pathway through the hedges. "My boss is Tidzian of Boundless Skies. He's currently taking the form of an eagle made of clouds."
"I'm am Turi, " the other one says. Turi appears to be always in motion, unable to keep still. "My boss is Sihina of Flame Untamed. Our camp is off that way"
Both bat-creatures look at each other and then back at you. "I know, why don't you try to convince our bosses to stop fighting! You'll need to talk to them at the same time, though. So some of you can come with me, and the others can go with Turi."
Yes, it's one of the times where splitting the party is necessary. Decide as a group who goes where.

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"Uh. Okay. I'll go talk to the fire one!"
Hireling Nature: 1d20 + 8 ⇒ (10) + 8 = 18
"Let's see... why do I know about bigshot elementals and planes?"
Rickle's halfling partner whispers something in his ear. "I already knew that!"
Description based on the fact that he would have succeeded at the Religion check without hireling help.

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Arcana: 1d20 + 9 ⇒ (12) + 9 = 21
To divide the group means to let some soldiers without any chief. That’s an issue.
I should be part of both groups.

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DC Arcana: 1d20 + 8 ⇒ (3) + 8 = 11
"I will join you to talk to your firemaster." Vamir tells Turi. "What should I tell them though?"

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I'll go Nature for sure
Hey there Mr. Bat...man. Can't say I've ever met a talking Bat before. Thank you for helping us out.
Nature: 1d20 + 12 ⇒ (13) + 12 = 25

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Nature: 1d20 + 7 ⇒ (5) + 7 = 12
Hero Point!
Nature: 1d20 + 7 ⇒ (12) + 7 = 19
"Pearl and I will talk to Tidzian of Boundless Skies. I don't believe either group is the cause of this anomaly" he says, gesturing to the owl companion sitting on his shoulder.

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Ok so who's going with whom and which group is talking to which elemental? The skill checks are different and the way it's written the negotiations happen simultaneously (so you can't go with 2 groups unless you can split yourself down the middle!) :)

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Vamir goes to convince the fire elemental.

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Tidzian - Mahatma, Flynric
Sihina - Vamir, Rickle
Just waiting for a decision from Horul and Valeshi

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Go for Sihina

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Team Tidzian - Mahatma, Flynric and Valeshi
Team Sihina - Horul, Vamir, Rickle
The first set of checks is specific to each elemental, and each PC can attempt these initial checks only once. Even if they don’t succeed, they’re able to reach the elemental leaders, but not impress them.
You must first withstand the winds that intermittently fill the path:
DC 20 Acrobatics to Balance will let you lean far into the wind without falling over, helping make progress.
DC 16 Athletics to Climb, holds tight to the walls, allowing steady progress.
DC 18 Nature to Recall Knowledge allows you to predict the timing of the wind, allowing easy progress.
You must first withstand a superheated corridor:
DC 20 Acrobatics to Tumble Through can avoid the worst hotspots.
DC 16 Fortitude Save to shrug off the worst of the heat without showing any difficulty.
DC 18 Survival to take precautions against the heat.

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I goofed in the earlier section. The seemingly random checks are part of the Negotiation phase. I'll clarify as soon as you complete the first set of checks. I'll keep the rolls you have now.
Also since we're now in a bit of a time crunch, I'd like to request that we pick up the pace a bit. I might get a bit aggressive with botting just to increase our chances to finish on time.

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Fort DC16: 1d20 + 8 ⇒ (11) + 8 = 19

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Valeshi licks her finger and holds it up.
Ah, the wind here is truly peculiar.
Nature: 1d20 + 12 ⇒ (14) + 12 = 26

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DC 16 Fortitude Save to shrug off the worst of the heat without showing any difficulty: 1d20 + 7 ⇒ (12) + 7 = 19
Vamir braves the heat of the superheated corridor. This is just like when his inventions explode on his face. What's the difference the heat here would make?

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You easily make it past the obstacles and get to the chambers of Sihina.
Sihina values passion, and a heated exchange is often the best way to convince them, while calm, polite points bore them.
Skills:
DC 16 Nature or DC 18 Arcana/Religion/Occultism to RK gives Sihina information that elemental anomaly couldn’t have been caused by their counterpart.
DC 16 Performance will impress Sihina with your enthusiasm and passion.
DC 16 Intimidate to browbeat the elemental with loud impassioned arguments into cooperating with their counterpart.
DC 18 Deception (Lie) flatter the elemental with false compliments or convinces them that you have more knowledge of the situation than you really do.
DC 20 Diplomacy to calmly and successfully show the elemental your point of view
This phase is the negotiation phase, which takes place in 2 rounds. Your success in the above skill checks generates 'Peacemaker Points' (PP). CS/S/F/CF - +2/+1/0/-1 respectively. I took the rolls you made earlier and used them. Vamir, if you want to change the first roll from before (Arcana w/ a result of 11) go ahead. Everyone else can make another round of checks. You need a total of 9 PP to succeed - you currently have 2.

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Occultism: 1d20 + 9 ⇒ (7) + 9 = 16
That can’t be our fact.

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Flynric Nature to get to Tidzian: 1d20 + 7 ⇒ (17) + 7 = 24
Tidzian’s flightiness makes them susceptible to lies and gives them a hard time staying focused on polite conversation
Skills:
DC 16 Deception (Lie) flatter the elemental with false compliments or convinces them that you have more knowledge of the situation than you really do.
DC 16 Nature or DC 18 Arcana/Religion/Occultism to RK gives Tidzian information that elemental anomaly couldn’t have been caused by their counterpart.
DC 16 Acrobatics to Tumble Through and impress Tidzian with your grace
DC 18 Intimidate to browbeat the elemental with loud impassioned arguments into cooperating with their counterpart.
DC 20 Diplomacy to calmly and successfully show the elemental your point of view
This phase is the negotiation phase, which takes place in 2 rounds. Your success in the above skill checks generates 'Peacemaker Points' (PP). CS/S/F/CF - +2/+1/0/-1 respectively. I took the rolls you made earlier and used them.
Need 1 check from Mahatma and Valeshi.

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Team Sihina
DC 18 Arcana: 1d20 + 8 ⇒ (17) + 8 = 25
"You know what, I don't think water elemental lord has something to do with what is happening here." Vamir tells Sihina.
DC 18 Arcana: 1d20 + 8 ⇒ (17) + 8 = 25
"Fire is a dangerous thing. You might want to calm down a bit so that we can know if it is not you that is causing the anomaly either." Vamir suggests.

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Amazing that nobody used the Charisma-based skills! :)
It doesn't take long for the party to convince the elemental lords that their counterpart couldn't have created the disturbance. The two elemental lords set their feud aside and investigate what caused the elemental imbalance. Working together, they can quickly find and repair the broken seal, embarrassed at how simple the solution was.
As the elemental energies withdraw from the central chamber, Turi appears to remember something.
"Not sure if it's important, but I saw someone or something sneaking around this chamber some time ago. Not sure if it was a person or animal."
"Yes! It was right before all this happened. But before we leave, my master would like you to have these. You have our thanks again in restoring peace!" Ayrene adds.
Before departing, Turi also hands you gems of pure refined elemental substance.
SUCCESS!

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You have 10 minutes to refocus or consolidate. If you need to do anything within those 10 minutes, I'll just retcon it in.
As you regroup and consolidate your findings, you have gathered enough evidence to determine the troubles have been caused by magical pranks.
As you recover from your last task, a creature looking like a humanoid raccoon dog with a bottle in hand suddenly walks up to you. Not expecting to see you, he exclaims "Wait, who are you? Oh, you're trying to ruin our pranks!" Suddenly looking guilty, the creature quips, "It's time for me to go! You'll never catch me!". He transforms into a raccoon dog and breaks into a sprint.
The time scale of the chase is 5 minutes per obstacle. Before attempting checks to overcome the obstacles, there's ample time to cast spells or use abilities that help with the checks.
Chase Points Needed - 6 per obstacle
You get chase points as follows: +2/+1/0/-1 for CS/S/F/CF respectively
Not making a check is an automatic crit fail for that round.
Please do what you need to do during the 10 minute break BEFORE making a skill check! :)
SNEAKY SNARES
The path is littered with traps and snares built from branches, vines, and leaves.
DC 18 Perception to spot the snares,
DC 20 Reflex / DC 16 Thievery to get past them
------------------
CHASE TRACKER
Round: 1
RACE MAP
Party Location: SNEAKY SNARES
Location of Racoon Dog: CARNIVOROUS PLANTS
Chase Points (Current Obstacle): 0/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric
**Valeshi

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Valeshi spots the snare but Flynric misses it and gets his foot trapped in it.
The chase can end three ways:
a. You catch the racoon dog
b. Both parties cross the finish line within 5 rounds of each other.
c. The racoon dog leaves you far behind (i.e. you're more than 5 rounds behind when he crosses the finish line)
------------------
CHASE TRACKER
Round: 1
RACE MAP
Party Location: SNEAKY SNARES
Location of Racoon Dog: CARNIVOROUS PLANTS
Chase Points (Current Obstacle): 1/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
Flynric
Valeshi

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Reflex: 1d20 + 8 ⇒ (14) + 8 = 22
No, soldier. Dodge like that.

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"You are not going anywhere!" Vamir chases the raccoon dog while trying to evade traps.
DC 16 Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7

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What happened to all your good rolls?!
Horul easily avoids the snares but turns and finds the rest of the party entangled in them! Ahead you hear crashing noises fading. Although the racoon dog appears to be getting farther away, he's not being quiet about it!
------------------
CHASE TRACKER
Round: 2
RACE MAP
Party Location: SNEAKY SNARES
Location of Racoon Dog: (3 ahead)
Chase Points (Current Obstacle): 2/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric
**Valeshi

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Vamir is having a hard time evading the snares, but he keeps going in chasing the raccoon dog, and to improve his chances he draws out his weapon and uses it to perform an explosive leap to get past the other snares.
DC 16 Reflex save: 1d20 + 5 ⇒ (10) + 5 = 15 with Explosive Leap
DC 15 Flat Check vs Unstable: 1d20 ⇒ 17

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Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Soldiers, listen to me and practice as I show you!

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Horul continues to avoid snares. Mahatma and Rickle realize what they need to look for and succeed in avoiding the traps. Vamir tries to jump over some of the traps but lands short, getting tangled up in yet another snare!
Vamir, DC for Reflex is 20, not that it matters at the moment! :)
The path splits to the left and right after this obstacle, please decide as a group which way you'll go. The Chase Map is linked in the tracker.
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CHASE TRACKER
Round: 2
RACE MAP
Party Location: SNEAKY SNARES
Location of Racoon Dog: (3 ahead)
Chase Points (Current Obstacle): 5/6
------------------
Those with ** need to make a check
Rickle
Mahatma
Vamir Zylven
Horul
**Flynric
**Valeshi

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Perception: 1d20 + 12 ⇒ (4) + 12 = 16
Ughhh...Hero Point!
Perception: 1d20 + 12 ⇒ (9) + 12 = 21
There we go!
Over here! I found another snare!

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Valeshi manages to find a snare right before stepping into it.
6/6. Success!
Where to next? Or shall I just dice god it?
Legend on the map:
Yellow smiley - party location
Red smiley - raccoon dog location
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CHASE TRACKER
Round: 2
RACE MAP
Party Location: ??
Location of Raccoon Dog: (3 ahead)
Chase Points (Current Obstacle): 6/6 (Success)
------------------
Those with ** need to make a check
Rickle
Mahatma
Vamir Zylven
Horul
**Flynric
Valeshi

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Flynric, please make 2 checks
SECRET SHORTCUT
A secret shortcut allows travelers to take a direct route through the maze and avoid some dead ends and dangers.
DC 16 PFS Lore / Society to remember the best route
DC 18 Survival to determine the fastest route
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CHASE TRACKER
Round: 2-3
RACE MAP
Party Location: SECRET SHORTCUT
Location of Racoon Dog: (3 ahead)
Chase Points (Current Obstacle): 0/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric (2 checks)
**Valeshi

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Society: 1d20 + 9 ⇒ (9) + 9 = 18
Follow me this way!

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Horul finds a way...
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CHASE TRACKER
Round: 2-3
RACE MAP
Party Location: SECRET SHORTCUT
Location of Racoon Dog: NARVEN'S STATUE (3 away)
Chase Points (Current Obstacle): 1/6 (Success)
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
Horul
**Flynric (2 checks)
**Valeshi

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Survival: 1d20 + 8 ⇒ (12) + 8 = 20
Survival: 1d20 + 8 ⇒ (3) + 8 = 11
Flynric follows the subtle signs in the maze to try to navigate the path of this shortcut.

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You actually might...
------------------
CHASE TRACKER
Round: 3
RACE MAP
Party Location: SECRET SHORTCUT
Location of Racoon Dog: NARVEN'S STATUE
Chase Points (Current Obstacle): 4/6 (Success)
------------------
Those with ** need to make a check
Rickle
**Mahatma
**Vamir Zylven
Horul
Flynric
**Valeshi