Arovandeon Isero |
Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Arovandeon flinches from the sudden attack, but his mind is already searching for information about it, looking for any weaknesses. At the same time he readies a wand and heals himself.
Knowledge Arcana? to identify creature: 1d20 + 18 ⇒ (6) + 18 = 24
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
GM Tektite |
Rapunzel's body spasms from the arc of electricity as she turns and readies to attack!
Loenor draws his bow and fires an arrow, clipping the creature!
1d20 ⇒ 6
Izoki fires two shots at the creature, hitting both times! The first cartridge explodes in a blinding light, but the creatures seems unaffected!
1d20 ⇒ 10
Fastenhyme evokes a ball of flame, rolling it toward the creature, but it easily dodges out of the way!
Arovandeon studies the creature, while healing himself!
Bite vs Rapunzel: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Grab: 1d20 + 20 ⇒ (14) + 20 = 34
The creature moves forward and its head snakes foward, biting Rapunzel and grabbing her in its toothy maw! Rapunzel tries to strike at the creature, but misses!
Party up! Rapunzel is grappled!
Arovandeon Isero |
Question 1 - any energy resistances?
Question 2 - any weaknesses?
Arovandeon grabs an extract and swiftly drinks it, then grabs and hurls a bomb at the creature.
Ranged Touch Bomb with PBS, Precise Shot, Mythic Throw Anything: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d6 + 15 ⇒ (6, 2) + 15 = 23
1 mythic power to drink targeted bomb admixture as a swift action. Standard action to throw bomb. Move action to move a few steps to the right.
Izoki Stoneclaw |
Izoki hustles north and fires two more shots at the blue monster. Both are alchemical cartridges.
Ranged Touch: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Damage: 1d12 + 6 ⇒ (12) + 6 = 18
Ranged Touch, Distant Barrage: 1d20 + 11 + 3 ⇒ (4) + 11 + 3 = 18 ignores DR, cover, concealment
Damage: 1d12 + 6 ⇒ (12) + 6 = 18
6/9 mythic power
Woot! Max damage both times!
Rapunzel |
Rapunzel's hair starts to tangle around the beast and tries to take control over the beast!
Reverse Grapple: 1d20 + 12 ⇒ (14) + 12 = 26
Calling on her new found power, Rapunzel's hair surges with strength as she attempts to dominate the great beast!
Burn a use of mythic power to add: 1d6 ⇒ 3 so total of 29 vs. CMD.
hp 11/36
mp 9/11
GM Tektite |
Knowing that creature is immune to electricity and having no special weaknesses, Arovandeon tosses a bomb, smashing it on the side of the creature and burning it!
Loenor charges the creature and slashes its limb with his blade!
Izoki unloads two shots at the creature, hitting both times!
The creature's body shudders as Izoki's shots hit home, then it collapses to the ground, unmoving!
Out of Combat!
Rapunzel |
"Ouch!" Rapunzel mutters, pushing the dead beast off her. Taking out a wand she heals herself. "We should definitely have
muskets for this kind of thing..."
"Where did it come from? And what did it mean 'again.' Is it confusing us with those Asp-holes?" Rapunzel looks around at the beast's corpse. "Arovandeon do you know what that was?"
Healing: 3d8 + 3 ⇒ (8, 2, 6) + 3 = 19
hp 36/36
mp 10/11 (assuming i didn't burn a use since the thing was already dead)
Arovandeon Isero |
"It was a behir." Arovandeon replies, then launches into an ecology on their kind.
"Temperamental and avaricious, they spend most of their time slithering through their territory, preying upon all creatures who dare to enter its hunting grounds."
"The average behir is 40 feet long and weighs 4,000 pounds. Lucky for us, this one appears to have been a juvenile. "
"While territorial and bestial in its fury, they are neither stupid nor necessarily evil, though they do have the tendency to lay claim to everything visible from their high lairs, which frequently bring it into conflict with other races. As such, a behir can often be bought off or reasoned with by those brave negotiators willing to get close enough to make their pitch. However, behir's have a tendency to attack first and ask questions later (or not at all) so that anyone seeking to strike a deal must bring powerful incentives and impress the behir immediately with an offer. As it was preparing to eat you, I did not think there was time to make a proper offering."
Took liberties with the ecology party since it's already dead and Arovandeon's roll was decent.
Izoki Stoneclaw |
"Fast, I hope that I didn't steal your fun. When I try to be decisive and deadly, it can end badly."
He wipes off the gunpowder stains from his single barrel and remembers shooting an Ulfan leader in the kneecap and the chaos that ensued during their last tomb raiding mission.
"You can get the next one."
Arovandeon Isero |
Arovandeon uses his wand to heal himself and Fästenhyme.
"Shall we proceed"
CLW on Arovandeon: 1d8 + 1 ⇒ (6) + 1 = 7
CLW on Arovandeon: 1d8 + 1 ⇒ (4) + 1 = 5
CLW on Fästenhyme: 1d8 + 1 ⇒ (3) + 1 = 4
CLW on Fästenhyme: 1d8 + 1 ⇒ (4) + 1 = 5
CLW on Fästenhyme: 1d8 + 1 ⇒ (6) + 1 = 7
GM Tektite |
Searching the area, you find the behir wears a crown on its claw as a ring. When examined, its found to be a crown of swords.
After you heal yourselves, though the wind has scoured the trail you csn infer the Apsis trail leads down the valley. As you move down the valley, you find occasional signs of their passing, a discarded canteen, a scrap of cloth, or a single footprint. As the afternoon heat abates, you begin to ascend taller peaks, and notice the sun sinking low in the sky.
"If" you are going to rest, this is your opportunity, or you can press on.
Arovandeon Isero |
Arovandeon studies the trail ahead, taking in all the evidence left behind by those they pursue. Can we afford the time to rest?
Using my Mythic Power: Flash of Omniscience.
Izoki Stoneclaw |
Before Arovandeon gives his answer, Izoki retrieves several sticks and a bag of white, coin-sized, puffy treats from his backpack. His shoulders slumps upon hearing the news.
"Darn it. My sweet tooth will have to wait."
He proceeds to aid Loenor in his tracking.
GM Tektite |
Plunging forward without rest, the party, under Loenor's guidance is easily able to follow the faint trail under a darkening sky. After hours of hiking, the scarps on the sides of the canyon gradually descend, until the whole of the terrain becomes a gradual slope encircled by distant mountains and deep chasms.
As a full moon rises, you see the constellations of the Stargazer, followed by the Stranger, and tacking close behind, the Follower as they trace an arc across the clear night sky. Ahead, across the open valley, you see the winking light of campfire on a distant moutainside.
Plotting a direct course for the campfire, the light disappears after about a half an hour, and after an hour, and climbing the steep mountainside, you reach recently abandoned campsite. Searching, you find a recently extinguished fire, bloodied bandages, and fresh tracks.
Also: Everyone needs to make Fort Save DC 15 vs altitude or become fatigued.
Fästenhyme |
Fort: 1d20 + 2 ⇒ (14) + 2 = 16
Heal: 1d20 + 0 ⇒ (3) + 0 = 3
Kn Dungeon: 1d20 + 7 ⇒ (8) + 7 = 15
-Posted with Wayfinder
Rapunzel |
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
KN (D): 1d20 + 6 ⇒ (3) + 6 = 9
Fort: 1d20 + 5 ⇒ (1) + 5 = 6
Gasping in the thin air, Rapunzel points out the worms in the bandages. "What...are...those?"
Arovandeon Isero |
Fort: 1d20 + 6 ⇒ (20) + 6 = 26
Taking 10 on Knowledge Dungeoneering.
Examining the maggots, Arovandeon explains their significance. "These are larvae transmitted by an akata’s bite, and are known to create void zombies. We should approach with caution when we catch up to Kafar and Nefti. One, or both, may have succumbed to them."
Loenor Shalothas |
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Know (dungeoneering): 1d20 + 8 ⇒ (11) + 8 = 19
Fort: 1d20 + 5 ⇒ (1) + 5 = 6
Reroll Fort!: 1d20 + 5 + 3 ⇒ (6) + 5 + 3 = 14 mythic surge: 1d6 ⇒ 4
It takes some effort, but Loenor endures the altitude. "We are hot on the trail. We must hurry!"
GM Tektite |
Though the party is slowed by Rapunzel's altitude sickness, none the less, the party continues onward, leaving the campsite and taking a sinuous winding path down between two mountains, the air steadily becoming easier to breath. Rapunzel loses the fatigued condition
Rounding a bend, everyone is startled to see your quarry! The two men appear to have not noticed the party, though a are few hundred yards away.
GM Tektite |
More like a couple football fields, so say about 600-900 ft away.
Izoki and Arovandeon begin sneaking toward the two men, but the barren pass leaves little to hide behind and they are soon spotted!
I: 1d20 + 11 ⇒ (11) + 11 = 22
F: 1d20 + 2 ⇒ (15) + 2 = 17
R: 1d20 + 3 ⇒ (10) + 3 = 13
L: 1d20 + 9 ⇒ (1) + 9 = 10
KN: 1d20 + 6 ⇒ (1) + 6 = 7
The two men begin hustling down the trail! The chase is on!
Party is up!
Rapunzel |
Oh yeah, I forgot, 2 squares!
Climb: 1d20 + 7 ⇒ (20) + 7 = 27
"Climb and drop!"
EDIT: Ok, can you explain the rules again to me GM? I don't remember what I should be doing, but with a nat 20 on my second roll, I should be doing whatever needs done :)
I can do either or on 1 card to pass that card, but if I do both on the first card I move forward 2 cards instead of one?
Loenor Shalothas |
PErception: 1d20 + 11 ⇒ (3) + 11 = 14 Mythic surge!: 1d6 ⇒ 1 = 15
Init: 1d20 + 9 ⇒ (12) + 9 = 21
A little late on picking up the observation, Loenor still has enough reaction to move ahead a little.
Tried for three squares by doing both obstacles on this "card". Failed one by 5 or less thanks to the surge, so only move forward one.
Arovandeon Isero |
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Surge: 1d6 ⇒ 2
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Arovandeon dashes forward but takes a wrong step and ends up having to wait while the others move on.
GM Tektite |
Doing both obstacles in the same card allows you to jump forward three cards.
A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).
Fastenhyme, quick as a rabbit, darts forward, spotting the men, dropping off a short ledge and squeezing through a narrow crack!
Rapunzel follows Fastenhyme's lead, staying close behind the illusionist!
Loenor's and Arovandeon's lightning relexes kick in, but they have trouble keeping their party members and the Aspis in sight!
Izoki!