
![]() |

"Holy Hells!" Van exclaims when the giant lizard comes into view. Preferring the Aspis to be lunch instead of him, he casts Grease under the Agents to slow them down. DC 14 Reflex if it matters here.
Not sure if I still need to make a CMD check, although Van needs a natural 20 to do anything.
CMD: 1d20 ⇒ 4

![]() |

Make haste friends, thats a lot of teeth in there!
acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
is there any advantage in us casting two lots of grease in one 'round'? if yes then Shar-Lyn casts it on the aspis too dc14. if not then he waits til next segement...

![]() |

These chases are always so arbitrary.
Do I have time to pull a bear trap off my mule and leave it in the trail? What about caltrops? Would those be redundant with Grease in this 'round'?
BEAR TRAP CR 1
Type mechanical; Perception DC 15; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature's ankle and halve the creature's base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check
Price 1 gp; Weight 2 lbs.
A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not work against unusual opponents.

![]() |

Acrobatics: 1d20 + 5 - 3 ⇒ (13) + 5 - 3 = 15
Peribras and Ash don't manage to move particularly quickly.

![]() |

Could I save my attack roll, and attempt to Stunning Fist one of the agents to try and by Thoril some time?[ooc] Otherwise i'll just run like hell.

![]() |

Sorry everyone, Paizo is having an issue which has forced them to shut off certain features until the find out what it is and fix it. This is causing some people (I am) to have issues with things like "My Campaigns" not showing up, not appearing a active, or not showing updates. Sorry, It's been a bit difficult to find some of them. Hopefully it's fixed soon. I also know that the new update has caused issues with the Wayfinder App a lot of folks use. :( Again, hopefully this is fixed soon.
@Tholand: I've included a new map link at the top. The old map is a joke. What's actually happening is a modified version of a chase, but instead you are the ones running and trying to get away from the dinosaur. Please see the Discussion thread for more info. For the time being, I'm going to default everyone that hasn't posted an action for the chase to the first option that helps your team pull ahead so we can move along, (unless I see an obvious reason not to). I am having some trouble being able to find and see if my games are updating, so I will try my best.
C.A. Gwyllgi: Acrobatics 19
Nemesis: CMB 20
Peribras: Acrobatics 15
Shar-Lyn: Acrobatics 8
Tholand: Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Thoril: CMB: 1d20 + 7 ⇒ (20) + 7 = 27
Van: Grease
As the massive and rather pissed off dinosaur rips apart one of the Lizardfolk attempting to stab it with a cheap spear, it continues to chase after the other group of humans it had been after. They rush right at you once they enter the clearing, and realizing you would make amazing distractions to aid their escape, charge right at you, the huge thunder lizard right on their tail. It instantly spots it's eggs still in your hands, and goes berserk, rushing at you and the other thieves.
Reacting quickly, you manage to stick your feet out at just the right time, causing a few of the Aspis agents to stumble, nearly dropping their eggs and falling face first into the hard ground. Suddenly, as they begin to catch their footing, it's almost as if the very ground is covered in a thin layer of cooking fat, and it turns out, it truly is. Not wanting to be eaten, you all rush off in the same direction the Aspis agents where, adding a few pointed remarks about their typical ass-hat behavior as you leave them in your dust.
Up next we will need either:
a Survival
or
a Strength Check
There was also the option of tossing out some caltrops, another Grease Spell, or trying to grow a tree.

![]() |

Unless I see otherwise:
Thoril Str: 1d20 + 5 ⇒ (1) + 5 = 6 that's what you get for charging in and having a -2 Survival :P
Tholand Survival: 1d20 + 3 ⇒ (13) + 3 = 16
Refl DC 15: 1d20 + 2 ⇒ (3) + 2 = 5

![]() |

Survival: 1d20 + 5 ⇒ (3) + 5 = 8

![]() |

While the others try to find a way around the boulders, Van tries to push the smaller ones away to make room for himself.
Strength: 1d20 ⇒ 19
lol

![]() |

Planting the tree to slow the king of the lizards, C.A. works quickly, watching to make sure no one falls behind.

![]() |

By planting a tree I was referring to (and assume Shar-Lyn was as well), using the Tree Feather Tokens you just found. But it's either one or the other. You can't make one of the checks and also do another action like a spell or use an item.

![]() |

sorry for lack of posting. New update really long hours and being on other side of world have prevented me from keeping up. I am re reading and will be able to post frequently till tues and from their we will see
lol nice survival but why would thoril not use str lol
-Posted with Wayfinder

![]() |

Sorry guys Wayfinder isn't working for me at all, and I can't figure out whats going on. I'm also building my house when i'm not working, so my internet access has been very limited. I apologize b/c we have a good group and it's been really fun. I'll try to keep up and will re-read the discussion.

![]() |

I hope everyone had a great July 4th, (even if you are not US).
C.A. Gwyllgi: Feather Token
Nemesis: Survival 19
Peribras: Survival 8
Shar-Lyn: Grease
Tholand: Survival 16
Thoril: Strength 6
Van: Strength 19
Just as you begin to make headway in fleeing, you enter a narrow section of the ravine, one that barely accommodates the large dinosaur, causing it to slam into the mountain walls as it chases. The dinosaur’s thunderous rampage causes some rubble to fall in your path, nearly smashing Thoril who is forced to drop one of the eggs to avoid being crushed. Thinking quickly, Nemesis is able to lead the team on a tight path through the rubble until you can find an area to climb atop it. Seeing the Aspis team coming up right behind you, Old Shuck tosses the Feather Token down to block the spot, and then just for good measure, Shar-lyn again calls on the slick grease at the base of the magically grown tree, making it nearly impossible to climb the tree.
Next up we have the 3rd Challenge:
Stealth
or
Attack AC (similar to Aid Another for Defense)
Tholand Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Thoril Attack: 1d20 + 5 ⇒ (16) + 5 = 21
A relatively open patch of ground before you will give the tyrannosaurus an opportunity to build up speed, an opportunity that will put her dangerously close. . .

![]() |

With his small size making it naturally easy to hide, Van opts to try to sneak off the road away from the enormous predator, but finds it difficult to use the foliage to his advantage.
Stealth: 1d20 + 6 ⇒ (3) + 6 = 9

![]() |

Leaping up into the lower foliage, C.A. slices off a length of leaves and drops them onto the path the group took, concealing their passage.
stealth: 1d20 + 13 ⇒ (10) + 13 = 23

![]() |

slight confusion. I thought we'd established that it was only worth doing 1 interference thing per round. I thought i therefore did not cast grease in the first 'round'. In the second round, having established the above, I then didn't read peribas' post clearly enough and cast grease on top of the tree. My mistake.
Seeing the success that the spells are having at slowing the aspis' down,and not being able to out do his companions, Shar-lyn summons another pool of apsis marinade to prepare them for supper. grease dc14

![]() |


![]() |

In order to speed this up, why don't we just do all the rolls at once and kind of go from there. So, imagining that each roll is one Round
Round 4: Acrobatics <18> or Swim <17>
Round 5: Ranged Attack <20> or Perception <19>
Round 6: Know Nature <15> or Escape Artist <27>
Round 7: Handle Animal <20> or Attack <22>
Round 8: Climb <20> or Str or Dex <18>
Keep in mind the numbers presented are not the DC you need to beat. It's something on my end of things. As for alternative actions, I made a suggestion, but wasn't clear on what you all wanted to do, so I went with what was shown. However, I should warn you that we are still pretty early into things. Might want to reserve some stuff for later.

![]() |

great, thanks Beckett...
swim: 1d20 + 2 ⇒ (1) + 2 = 3 figuring other folk have good acrobatics scores...
ranged: 1d20 + 4 ⇒ (13) + 4 = 17
round 6 can cast grease on someone to give +10 on escape artist - Tholand think you're the only one with it?
attack: 1d20 + 6 ⇒ (6) + 6 = 12
str: 1d20 + 3 ⇒ (10) + 3 = 13
remember to include +1 from flag bearer for the attack rolls
well that is a collection of un-helpful rolls :-( hopefully i can help tholand with escape artist if he wants to do that...
Shar-Lyn crashes through the jungle, ducking when he should jump, climbing when he should swim and generally being totally useless...

![]() |

Yup. This is what these chase scenes boil down to...
Round 4, Swim: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Round 5, Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Round 6, Knowledge (Nature): 1d20 + 5 ⇒ (6) + 5 = 11
Round 7, Handle Animal: 1d20 + 7 ⇒ (17) + 7 = 24
Round 8, Climb: 1d20 + 8 ⇒ (20) + 8 = 28
If we seem to be about to fail on any particular round, Peribras might pull out a bear trap and lay it instead of doing one of the other things.

![]() |

Round 4: Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16 Shuck attempts to leap the rivulet, not seeing the swarm of fish until the last second.
Round 5: Perception: 1d20 + 7 ⇒ (7) + 7 = 14 Looking both ways, he tries to find an opening in the undergrowth.
Round 6: Escape Artist, small size: 1d20 + 5 ⇒ (3) + 5 = 8 Hoping to scout ahead, he pushes himself through a gap in the roots.
Round 7: Attack, ranged: 1d20 + 6 ⇒ (20) + 6 = 26 Hating the jungle even more, he takes out his anger on the Aspis agents with a hurled dagger. Attack, ranged, confirm crit: 1d20 + 6 ⇒ (2) + 6 = 8
Round 8: Dex: 1d20 + 5 ⇒ (6) + 5 = 11Reaching the high ground he attempts to time a rockslide to delay the great beast.

![]() |

Round 4: Trapped between two daunting choices, Nemesis opts to simply ford the stream and hope (she knows better than to bother praying over a nuisance like this) her armor will at least protect her from the piranhas... Swim: 1d20 - 3 ⇒ (20) - 3 = 17
Round 5: What do you know, I'm a literal Pathfinder at last, Nemesis thinks to herself as she joins Shuck in trying to navigate the vines... Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Round 6: "To Hell with this!" She bellows in frustration when confronted with foliage so dense she couldn't possibly bypass even without her armor. She blasts it with a wave of fire... I cast burning hands here. Take that, foliage!: 2d4 ⇒ (4, 2) = 6
Round 7: Seeing her Aspis rivals beginning to catch up, Nemesis calls on her goddess to quench their inner fire... I'll try channeling negative energy: 1d6 ⇒ 6 here, if that helps.
Round 8: Seeing the dinosaur gaining on them, she attempts to stave it off with the largest rock she can heave... Strength check: 1d20 ⇒ 18
WOW. Now THAT's how I roll!!!
...and she thanks Ymeri for the power She has granted her, promising to offer a substantial sacrifice once temporal concerns become less pressing than the are at the moment.

![]() |

Round 4: Not wanting to be fish food, Van bravely tries to jump across the piranhas
Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
Round 5: Upon coming to the vines, he tries to make a hole through them with his Acid Splash spell.
Ranged Attack + Flag: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Round 6: Van casts a Grease spell into the dense foliage to help his fellow Pathfinders squeeze through them.
Round 7: The arcanist approaches the nearby dinosaurs with his Speak with Animals spell active and tries to convince them to help slow the T Rex.
Diplomacy?: 1d20 + 2 ⇒ (8) + 2 = 10
Round 8: Van does what he can to loosen a group of rocks on top of the aggressive dinosaur's head.
Dexterity Check: 1d20 + 2 ⇒ (12) + 2 = 14

![]() |

Swim: 1d20 + 3 ⇒ (15) + 3 = 18 Perception: 1d20 + 7 ⇒ (1) + 7 = 8 Escape Artist: 1d20 + 2 + 10 ⇒ (11) + 2 + 10 = 23 Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Climb: 1d20 + 7 ⇒ (2) + 7 = 9 wow I roll crap on my best skills dunno if I helped guys sorry

![]() |

A waterfall feeds a pool and stream that cut across a broad section of the ravine, and sharptoothed fish are leaping out of the water in anticipation of a meal. It's difficult, but you manage to get everyone across without being made food for something else, even taking a moment to push some of the low-hanging vines away so the Aspis Consortium team has that much more trouble.
Continuing to run, your course leads you heading up the mountain, but before you can get there, you must cross a deep putt. Too late to turn back, it's over or going under. Because of your advantage, you quickly spend a few seconds finding a somewhat safe way across, and just as you make it, you see the Aspis Consortium, just barely avoiding the beast's snapping jaws and painful death come to the ravine. With no time to spare, they leap onto different vines to swing across, but that leaves them at your mercy, a fatal mistake as you begin to target the vines, sending two of them to their deaths.
Not far beyond, still going uphill, you come into an area of dense foliage, where the Big dinosaurs can’t fit through tight spaces. You again, this time more luck than skill, find a good path, but on the way, knock over (and grease) a few particular fallen trees to create even more obstacles for your foes. Just then, you spot something, a rare fruit called a Kaava Sun Pear, a small fruit that glows with it's own yellow light, and are able to leap up and grab one. Unfortunately, this works to their advantage as they find, by sheer luck alone, a shortcut that allows them to catch up with your team, and the dinosaur bursts through mere feet behind them.
Both groups, seeing a ledge near the top of the mountain near a cliff that you doubt the dinosaur could reach, call on their last reserves of strength and stamina for the final all-out sprint to safety. You reach the cliff's edge at the same moment, the remaining Aspis Agents honestly trying to deside if it would be better to continue to flee while leaving you here to make the climb and hopefully get eaten, but in a masterful stroke, Peribras has his mount leap up, landing atop the cliff and sends a rope down for everyone else. With no where else to go, the Tyrannosaurus arrives, angrier than ever, and tears them apart. Knowing she can not reach you, and her anger mostly sated, she decides to fall back, returning to see if any of her eggs are still secured in the ransacked nest.
Unsure of your own safety for the moment, you stay up there for a good while, catching your breath and making certain the beast is gone. It isn't until then that you realize you had lost another of the eggs, fallen from your pack at some point. But you still have some, and none of you had fallen to her jaws.
Peribras Refl: 1d20 + 8 ⇒ (4) + 8 = 12
With your remaining prizes in hand, you make your way back to the Grippli village. Having gotten completely lost, it takes some time to find yourselves, but you make it back.
At the outskirts of the Krihirik village, grippli possessions lie scattered about as if they were dropped or tossed carelessly from the dwellings above. Where before gripplis hurried about the village, now none are to be found. Shouting from the direction of the elders’ hut carries through the empty jungle “Find the others!” followed by the loud crash of something falling to the jungle floor.

![]() |

Knowledge (Nature): 1d20 + 5 ⇒ (6) + 5 = 11
Peribras spurs Ash forward, making sure a bullet is ready in his sling staff. He stands in his stirrups and shouts "WHAT HAS HAPPENED HERE!"

![]() |

Phew, well done guys. we made it!
Shar-Lyn slowly unwinds on their way back to the village, only to go back on alert at the sight of the devestation. Sword in hand he goes to investigate.

![]() |

"This jungle is one messed up place." Van observes laconically as he begins looking around for the source of the trouble.
Perception: 1d20 + 1 ⇒ (14) + 1 = 15

![]() |

Perception: 1d20 + 4 ⇒ (15) + 4 = 19
"Although this hardly matters at the moment, I think there was an old missing persons notice back in Sharrowsmith's Exports. If at all possible, we should keep an eye out for somebody named Waldo. Maybe there's a reward."

![]() |

Ducking onto the shadows of the frog man village, C.A. Scouts the area.
Stealth: 1d20 + 13 ⇒ (15) + 13 = 28
perception: 1d20 + 7 ⇒ (10) + 7 = 17

![]() |

I'll roll perception too, I guess... Perception: 1d20 + 9 ⇒ (2) + 9 = 11
-Posted with Wayfinder

![]() |

"glad we made it in one piece. I dont think we could have taken that thing even with my big sword."
Thoril will look around as well
perception: 1d20 + 4 ⇒ (9) + 4 = 13

![]() |

Stealth <28>
Noted
As you come closer, you see that the loud crash was the human and half-elf raiders knocking over the last of the ladders leading up to the tree village. Most look to have been destroyed, though one, at the far end (see map) is still functional, though it's been knocked away and would need to be reset first.
The tree village itself is 20ft above ground. You can attempt to climb up using some of the other trees in the area and then jumping over to the rope bridges, or various means of flight would also help. However, whatever you plan on doing, it had better be quick. You can already spot one of the elder's corpses lying mishandled from at the edge of the center hut, and have no idea of the fates of the others, or most of the other Gripplis.
Finally, you also spot more than a few of the raiders, two one the ground and two with their leader up above still actively looking for something, tearing through the different huts and tossing various personal possessions outside without care. Many fall down, littering the ground around the tree village. The scouts on the ground see you as you arrive, and call out a warning to the others, and as they do, you also see a large black haired cat step around from behind a tree, ready for some action. Looking down with contempt, you spot their leader. An infamous Aspis Agent wanted for murder and well known for cruelty in his dealings. Kalim, or "Fiveknives" simply looks down and smiles.
C.A. Gwyllgi: 1d20 + 5 ⇒ (13) + 5 = 18
Nemesis: 1d20 ⇒ 11
Peribras: 1d20 + 5 ⇒ (2) + 5 = 7
Shar-Lyn: 1d20 + 3 ⇒ (4) + 3 = 7
Tholand: 1d20 + 3 ⇒ (16) + 3 = 19
Thoril: 1d20 + 2 ⇒ (17) + 2 = 19
Van: 1d20 + 2 ⇒ (13) + 2 = 15
----------------------
Fiveknives (and Panther): 1d20 + 4 ⇒ (12) + 4 = 16
Aspis Agents: 1d20 + 3 ⇒ (8) + 3 = 11
ROUND 1
Tholand (bot?), Thoril (bot?), and Old Shuck ()
----------------------------------------------------
Fiveknives () & Panther ()
----------------------------------------------------
Van Potter ()
----------------------------------------------------
Aspis Agnt 1 (), Aspis Agent 2 (),
Aspis Agent 3 (), & Aspis Agent 4 ()
----------------------------------------------------
Nemesis (), Peribras (), & Shar-Lyn ()
Trying to climb the trees is going to take a DC 15 Climb check, and then also probably an DC 10 Acrobatics check as well to jump across. Please refresh yourselves on the climb rules if needed. In order to set the ladder, you need to first move to it, then spend a Standard Action and two hands to pick it up. Then move it to the location you want to set it, with another Standard Action. Doing so allows you to move up 20ft (difficult terrain), but no Climb check needed for anyone. Keep in mind you will be under fire. Finally, you could always try a DC 80 Acrobatics check to high jump up.

![]() |

Old Shuck ducks under the tree platforms, past the thug, and throws a dagger at the panther. Immediately turning to the thug, he prepares to draw a second dagger.
dagger, whetstone, range, flatfooted: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 1d8 + 1 ⇒ (3) + (7) + 1 = 11

![]() |

Finally, you could always try a DC 80 Acrobatics check to high jump up.
Anyone have the Anthropomorphic Flea Race Boon?

![]() |

Thoril will charge number 4
atk: 1d20 + 7 ⇒ (16) + 7 = 23
dmg: 3d6 + 8 ⇒ (6, 5, 3) + 8 = 22
-Posted with Wayfinder

![]() |

Why wouldn't you charge the further target and give the lower damage characters the chance to flank and the rogue a full attack action next round. You are wasting potential damage.

![]() |

Tholand will attempt to Climb up and Acro across.
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18

![]() |

Well, the path to the further one is blocked for charging, needing to go around some large trees, but the panther is also down there and pretty close.
Thoril, not having learned yet, rushes in, cutting down one of the scouts while Tholand makes his way to one of the trees and beings the slow climb up, making it about half way.
ROUND 1
Tholand (+10ft), Thoril (0ft), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft) & Panther (0ft)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft), Aspis Agent 2 (+25ft), & Aspis Agent 3 (0ft)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)

![]() |

Old Shuck already posted an action
-Posted with Wayfinder

![]() |

Old Shuck ducks under the tree platforms, past the thug, and throws a dagger at the panther. Immediately turning to the thug, he prepares to draw a second dagger.
[dice=dagger, whetstone, range, flatfooted]1d20+5;1d3+1d8+1
^

![]() |

yes only reason i went there was there was no other valid target. How high up is this like 15 or 16 ft right... Dc 80 is only like a 15 ft vertical jump. So if i go large then i can put everyone up there or let them climb up and waist 1 round instead of about 3 with the later
-Posted with Wayfinder

![]() |

Thoril, not having learned yet, rushes in, cutting down one of the scouts while Tholand makes his way to one of the trees and beings the slow climb up, making it about half way. An old Shuck begins to move up cautiously, hurling a dagger at the large cat, catching it's flank.
Fiveknives steps over while drawing a knife to hurl at Tholand as he climbs, but it lands just near his head, sticking into the tree. The panther moves around to attack Thoril, biting into his thigh and taking him to the ground with a surprise twist of the neck that sweeps him off his feet.
Knife vs Tholand (AC 14): 1d20 + 9 ⇒ (4) + 9 = 13 <miss>
Bite vs Thoril (AC 14): 1d20 + 6 ⇒ (16) + 6 = 22 <HIT>
Damage: 1d6 + 3 ⇒ (1) + 3 = 4 plus trip
Free Trip vs CMD 16: 1d20 + 6 ⇒ (17) + 6 = 23 <Tripped>
ROUND 1
Tholand (+10ft), Thoril (0ft, prone, -4), and Old Shuck (0ft)
----------------------------------------------------
Fiveknives (+25ft) & Panther (0ft)
----------------------------------------------------
Van Potter (0ft)
----------------------------------------------------
Aspis Agent 1 (+25ft), Aspis Agent 2 (+25ft), & Aspis Agent 3 (0ft)
----------------------------------------------------
Nemesis (0ft), Peribras (0ft), & Shar-Lyn (0ft)
The village is 20ft high, so the people up top are at 25ft away.