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"Stand back!" the Taldan calls. Runes ring his fingers and flames blast forth over the swarm. Burning hands. Shouldn't hit anybody else.
Fire Damage: 2d4 ⇒ (4, 1) = 5 x 1.5 for swarm = 7

DM Khel |

I'm drawing a blank - any reason the swarm shouldn't get the usual Reflex save for half damage from Instrument's spell? Assuming it gets a save:
Reflex, DC 15: 1d20 + 3 ⇒ (11) + 3 = 14 Moot point.
Aroden's searing fire sears thousands of ants, creating a peculiar, acrid smell and a rapid, crackling noise. As the flames subside, the surviving ants can be seen scattering and swarming away!
Don't have time for a full post with rolls for everyone, so please give me Perception and Survival checks. Oh, and tell me what you're doing.
Edit: no need for Wayne to toss his alchemist's fire.

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I think they do still get a save. Otherwise they just wouldn't have a reflex save listed, right?
...Instrument's holy fire...
"Let us thank Aroden for his benevolence," the Taldan declares in triumph as the ants scatter away. He draws a small orb from a pouch and cups in his hands, whispering to it in an unknown language (Azlanti). Fire flows into his hands from the surrounding aether, but does not burn.
Pearl of power to re-prep the spell.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Survival: 1d20 + 1 ⇒ (19) + 1 = 20

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Per: 1d20 + 4 ⇒ (9) + 4 = 13
Survival: 1d20 + 3 ⇒ (15) + 3 = 18 add +2 for my wayfinder if this is about directions.
-Posted with Wayfinder

DM Khel |

After driving off the ants, the party carefully surveys the scene and investigates the corpse. Blayne and the Instrument can discern the tracks of about a half dozen humanoids that ran quickly through this area and don’t appear to have returned. As Torriki focuses his attention on the corpse, he notes that ant bites mar the dead man’s swollen face so badly that he would be unidentifiable even by his nears and dears. A careful search, however, does turn up a secret flap on the corpse’s belt pouch, inside of which is a note. In addition, the following gear lies in the undergrowth near the ant-ravaged body: a rapier, a masterwork composite longbow, a potion of invisibility, a potion of cure moderate wounds, two oils of magic weapon, two sleep arrows, and two flasks of alchemist’s fire.
From where the body lies, the Pathfinders can see that the path continues on, sloping slightly downward.

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Blayne will look Bastion over to see if the bugs were venomous and offer some healing.
"Bastion, let me take a look at those bites. "
Heal: 1d20 + 9 ⇒ (17) + 9 = 26
Also casts a CLW from his wand.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
-Posted with Wayfinder

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Blayne will also take an oil of magic weapon and an alchemist's fire, and will unfold and read the note Toriki found.
-Posted with Wayfinder

DM Khel |

The floor of the ravine slopes downward slightly and the foliage overhead gradually thins. After a few hundred feet, one can see that the ravine’s north wall is heavily eroded, creating a relatively shallow slope that might be used to climb in and out of the gorge; it leads to the cliff opposite the Krihirik village, so presents no particular advantage to the party. However, even a casual inspection reveals deep tracks left by a truly massive, three-toed saurian that ascended the slope only hours before.
The ravine widens, and numerous boulders scattered throughout the area attest to steady erosion. Some of the boulders bear strange carvings and are even hewn into rough pillars, but they jut at odd angles out from the landscape and don’t seem to be a part of any surviving structure. Nestled in the shadow of two such pillars is a shallow pit scraped out of the earth by some massive creature’s claws. The nest contains several branches, the half-eaten body of a leather-clad humanoid, several broken shells, and a half-dozen large, intact eggs. In the trampled foliage near the nest lies the corpse of a massive, bipedal dinosaur, its tooth-lined maw agape and its hide pierced with dozens of crude javelins.
As the Pathfinders come in sight of the nest, they notice two lizardmen, crouched amongst the broken egg-shells and happily gorging themselves on the embryonic dinosaurs. The lizardmen turn and look at the newcomers, egg-juice dripping from their jaws!
Initiative, Bastion: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative, Blayne: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative, Instrument: 1d20 + 8 ⇒ (14) + 8 = 22
Initiative, Torriki: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative, Wayne: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative, Lizardfolk: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative:
Instrument
Bastion
Blayne
Wayne
Lizards
Torriki
Bold are up, new map linked!

DM Khel |

The lizardfolk tip their heads, listening to the approaching giant half-orc with little sign of comprehension, still a bit surprised by the unexpected company.
Blayne and Wayne are up.

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Wayne moves up, drawing his pistol. He readies to fire if one of them decides to do something hostile.
Readying Point Blank vs touch: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
1d8 + 2 ⇒ (1) + 2 = 3

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Blayne moves up with his crossbow readied and says "We probably need to move this along. Momma will likely be back soon. "
After a 30 foot move he aims his crossbow and readies an action to shoot the further lizard man if either does anything but respond verbally. Including taking or harming more eggs.
Readied action.
Crossbow: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d10 ⇒ 8
-Posted with Wayfinder

DM Khel |

The lizardfolk snarl and draw weapons, with the closer one swinging at Bastion! Sadly for the fierce lizardman, he's a bit too sated with dinosaur egg to attack very effectively.
Morningstar: 1d20 + 2 ⇒ (3) + 2 = 5
Morningstar: 1d8 + 1 ⇒ (7) + 1 = 8
Initiative:
Instrument
Bastion
Blayne
Wayne
Lizards
Torriki
Y'all are up. I expect this to be brief.

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Did my readied action hit?
-Posted with Wayfinder

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"How dare you defy the will of Aroden!" the Taldan booms in the direction of nearest lizard.
-2 penalty to Armor Class for seven rounds. DC 15 Will to reduce it to one round.

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"Damn it!" Bastion growls when the lizardfolk charge and bounce of his shield. "I didn't want this" he warns.
Pulling aside his door-sized shield for a moment, Bastion slashes at one of the lizardmen.
Gandasing: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
If it comes up:
Bodyguard for Bastion: 1d20 + 8 ⇒ (15) + 8 = 23
Bodyguard for Bastion: 1d20 + 8 ⇒ (14) + 8 = 22
Bodyguard for Bastion: 1d20 + 8 ⇒ (17) + 8 = 25

DM Khel |

Will: 1d20 ⇒ 9
The Instrument’s curse bites on the lizardman! Wayne misses but Bastion’s strike connects, injuring the red-scaled lizardman badly!
Initiative:
Instrument
Bastion
Blayne
Wayne
Lizards (Yellow:, -2 AC ; Red: -8 hp)
Torriki

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Blayne will move forward to attack with his rapier! He'd like to flank the one Toriki is engaged with if possible.
Rapier: 1d20 + 5 ⇒ (12) + 5 = 17 with an additional +2 if the flanking is possible
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
-Posted with Wayfinder

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Torriki uses the opportunity, and the ire of the Instrument, to strike with his rapier (yellow): 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 DMG if hit: 1d6 + 1d6 + 1 ⇒ (2) + (1) + 1 = 4

DM Khel |

Blayne - That flank spot is taken, but your attack hit just hits anyway.
Blayne moves up and stabs the closest lizardman! The two reptilians strike out at Bastion, but they still can’t penetrate his defenses.
Morningstar: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Morningstar: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Initiative:
Instrument
Bastion
Blayne
Wayne
Lizards (Yellow:, -2 AC , -6 hp; Red: -8 hp)
Torriki
Bold are up.
Sorry, Torriki, I had missed your double move action last round, and left your name bolded. But now you're up again, so I'll count the attack you posted above as this round's action and you'll be done for this round.

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Attack again...
Rapier: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
-Posted with Wayfinder

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"Your defiance will yield you only pain! Disobedience WILL be punished!"
-2 penalty to AC for the Red lizard for 7 rounds. DC 15 Will save reduces it to one round.

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Wayne attempts to roll around the lizards for a potential flank.
Acro vs Red: 1d20 + 8 ⇒ (9) + 8 = 17
Acro vs Yellow: 1d20 + 8 ⇒ (12) + 8 = 20
He then readies a jab as soon as he gets a flank.
Flank: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
1d6 + 2 ⇒ (4) + 2 = 6

DM Khel |

Will: 1d20 ⇒ 16
One lizardman resists much of the Instrument’s attempt to instill discipline in him, while the other discovers that Blayne’s blade has slipped between his ribs! The long-tailed creature falls to the jungle floor, his ferocious snarl fading quickly.
Wayne nimbly dodges past the remaining foe, but can’t get through the thing’s tough, scaly hide.
Initiative:
Instrument
Bastion
Blayne
Wayne
Lizards (Red: -8 hp, -2 AC for 1 round)
Torriki
Bastion to finish the round.

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Bastion turns his exotic weapon on the surviving lizardman.
Gandasing: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
If it comes up:
Bodyguard for Bastion: 1d20 + 8 ⇒ (9) + 8 = 17
Bodyguard for Bastion: 1d20 + 8 ⇒ (10) + 8 = 18
Bodyguard for Bastion: 1d20 + 8 ⇒ (12) + 8 = 20

DM Khel |

Bastion downs the last of the lizardmen, who have failed to defend their territory against the visiting Pathfinders.
Proper post later. For now, please give me Heal checks on the mutilated body and Survival checks on the general area.

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Survival: 1d20 + 3 ⇒ (1) + 3 = 4
Heal take 10: 19 = 19
-Posted with Wayfinder

DM Khel |

Those rolls will hit the necessary DC's, full post coming later today.

DM Khel |

There are six eggs – what’s the distribution of them among the PC’s?
With the lizardfolk defeated, the Pathfinders take a look through the nest. Strewn around the nest are the possessions of the half-eaten dead woman: a climber’s kit, 100 feet of silk rope, a grappling hook, a longbow with 20 arrows, a potion of hide from animals, and two tree feather tokens.
The dead tyrannosaurus clearly died from the numerous javelins that stick out of its body, but the broken foliage nearby shows it didn’t die without a fight. Blayne is able to determine that the mangled body in the nest was a human, who died only an hour before. Looking around a bit, Bastion notices footprints that must have been left behind by the woman’s companions as they fled, both up the sloping the ridge and farther down the ravine—the latter accompanied by more lizardfolk footprints.
With eggs in hand, the party takes a few steps in the direction of the humans and their lizardfolk pursuers. Almost right away, the ravine suddenly falls silent—no birds, monkeys, or other jungle creatures are audible. A few heartbeats later, a bellowing roar echoes through the ravine, causing countless small birds and animals to abandon their hiding places and scatter as quickly as possible. A series of great shuddering cracks herald the downfall of several trees in the distance, and a second thunderous roar pierces the air, followed by the frantic shouts of panicked humanoids. Suddenly, a massive dinosaur bursts out of the jungle to the southwest, pursuing a dozen leather-clad explorers through the ravine. The furious creature sweeps up a straggler into its massive jaws and flings the screaming victim off into the jungle, roars, and rushes toward its next target.
Chase time! But you guys are the ones being chased!
Escaping the ravine uses a variation of the chase rules, but unlike a typical chase in which the PCs are pursuing a target, in this encounter they are fleeing for their lives! Furthermore, the PCs work as a team to overcome each obstacle rather than addressing each hurdle as individuals. Several obstacles also allow the PCs an opportunity to succeed just by sabotaging their Aspis rivals; after all, getting away only requires the PCs be a little faster than their foes.
For every obstacle, each PC should choose between one of two options: attempt a check or use an ability (such as casting a spell). At the end of the turn, use the highest check result, and treat any other checks with a result of 10 or higher as though that PC had instead used the aid another action to assist that roll. If any PC rolls a natural 1 while attempting one of these checks and also carrying an egg, she must succeed at a DC 15 Reflex save or accidentally break one of the eggs. If a PC uses a spell or ability that seems especially appropriate to the situation, such as casting shatter to destroy an obstacle or creating a barrier to block the tyrannosaurus, grant the highest check result a +2 or +4 bonus (depending on how effective the action was). If the PCs fail to overcome a particular obstacle, they still proceed to the next one, but their failures allow both the dinosaur and the Aspis agents to make headway.
Chase Card: Coming Through!
The rival agents flee in the face of the stampeding dinosaur, heading straight towards the party! Can the Pathfinders outrun them, or trip them up so they fall prey to the dinosaurs?
Make an Acrobatics (DC 20) or CMB check (CMD 22) – someone just start the rolling and we’ll figure it out. Chase card is linked as the map.

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Unless someone wants to propose a smarter plan, let's say 1 egg each and 1d5 ⇒ 5 Wayne is carrying two.
Edit: Gah, nope, I need to do a better job of role-playing. You put a lot of effort into your posts, Khel, and I should do the same.
The Taldan points at the doom barreling towards the party. "Hey, I didn't know any of you were familiar with illusion magic. That's pretty good! And ghost sound, too." Realization comes slowly to his expression. "Ohhhhh, it's one of the Aspis doing it to scare us! Fools!" It takes Wayne grabbing him by the collar and yanking him along before gets what's actually happening.
Instrument has no interest in trying to grapple with the Aspis, and shuffles along awkwardly (but confidently!) out of the saurian's path.
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13

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Blayne grabs an egg and quickly moves away from the giant dinosaur while looking for the best path.
CMB: 1d20 + 4 ⇒ (3) + 4 = 7
Note: Blayne has the Travel Domain which includes the Agile Feet special ability allowing him to ignore difficult terrain and movement restrictions 6/day. He will use that to aid in any maneuvers in which it will help (in place of checks or to go through otherwise impassable areas to gain ground on the hostiles)
-Posted with Wayfinder

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Sorry, playing catch up. Doesn't usually happen to me. You guys post late! :-)
Torriki holds his egg like an awkward father holding a baby, reverting to his natural form. Thankfully, he's more dexterous than most. When the eruption of action hits, his toothy grin is in stark contrast to the egg.
"CAYDEN'S CODPIECE! Let's fly!" Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21 The kitsune takes off like a zephyr, his red fur nearly a blur in the jungle sun.

DM Khel |

How big/heavy are the eggs?
Finyik holds up two hands and cups them in the air, moving them around to illustrate a sphere about the size of a large grapefruit or very small watermelon.
The series of tubes tells me that no eggs of this particular species have been found, but estimates put them about the size of an ostrich egg, give or take a bit.

DM Khel |

Chase Card: Fallen Boulders
Torriki and Wayne dart far ahead, their companions hustling to keep up as they leave the Aspis agents slipping through a muddy patch of the valley! The towering saurian catches up to the slowest of the agents, who screams in terror as a massive, three-clawed foot comes down and grinds him into the mud, with a sound not unlike a grape being stepped on, but on a larger, bloodier scale. The tyrannosaur roars in rage and continues its pursuit!
Blayne, bringing up the rear of the Pathfinders, glances over his shoulder and is relieved to see the dinosaur has not gained any ground on them. He hears a loud rumble ahead, somehow different from Rex’s ragings, looks forward, and is startled to see that the dinosaur’s thunderous rampage has caused a small landslide from the cliffs above. A pile of boulders and smaller rubble has blocked the path!
It appears possible to find a path around the boulders [Survival DC 20] or try to just shove enough of them aside to get by [Strength DC 18].

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Not sure what to do here, the kitsune looks around at his fellows. He waits for someone to choose a path and barrels forward after, keeping an eye out for a way forward. Same mod either way: 1d20 + 0 ⇒ (14) + 0 = 14