Teric Cain |
"What the devil is that?" Teric says, pointing to the serpent corpse. While Lilli investigates the body, Teric is distracted and goes to look at the rock fall. He glances up to the top of the scarp.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Rogar Valertis Alastoris |
"A death worm I suppose... a pretty damn huge thing... which begets the question... what was that killed it?" asks Rogar drawing his sword...
Perception check: 1d20 + 1 ⇒ (7) + 1 = 8
Survival check: 1d20 + 5 ⇒ (16) + 5 = 21
Any traces near here?
GM Baerlie |
Lilli tries to find out what killed the death worm. It seems something big with claws, sharp teeth and a beak ripped the worm apart.
The severe winds and hard ground make it impossible to locate any tracks; however, you can infer that continuing down the valley is the natural route forward and is likely the path taken by their quarry. east on the map
Teric and Rogar look around, but everything seems calm.
Rogar Valertis Alastoris |
"Well... if we're done here I suggest we keep moving east. We've still got ourselves two aspis to defang..." says Rogar as he begins moving east
Teric Cain |
Teric nods. "Let's hope we don't run into whatever did that to a Death Worm." He begins heading east after Rogar.
-Posted with Wayfinder
Rogar Valertis Alastoris |
Reflex check: 1d20 + 3 ⇒ (14) + 3 = 17
Rogar manages to avoid most of the rocks and looks at the serpentine horror climbing towards the group:"I suspect things will get nasty pretty soon. Be ready people!"
Initiative check: 1d20 + 9 ⇒ (9) + 9 = 18
Attack roll: 1d20 + 6 ⇒ (6) + 6 = 12
Damage roll: 1d8 + 3 ⇒ (8) + 3 = 11
Rogar gets his bow out and shoots at the incoming monster!
GM Baerlie |
Ini Aimi: 1d20 + 3 ⇒ (4) + 3 = 7
Ini Matsu: 1d20 + 1 ⇒ (15) + 1 = 16
Ini Rogar: 18 = 18
Ini Teric: 1d20 + 8 ⇒ (3) + 8 = 11
Ini Lilli: 1d20 + 3 ⇒ (7) + 3 = 10
Ini Behir: 1d20 + 3 ⇒ (17) + 3 = 20
While the behir climbs down the slope Rogar, Aimi and Matsu shoot arrows at the creature. Aimi's and Matsu's arrows hit the target.
Round 1
Lilli
Rogar
Matsu
Teric
Aimi
Behir -16HP
Rogar Valertis Alastoris |
Is it down yet?
As the creature seems still intent climbing down the slope Rogar points his bow at its huge frame and shoots again:"Let's mollify the overgrown lizard a little more before going in close and personal!" he shouts moving back a few paces.
Attack roll: 1d20 + 6 ⇒ (18) + 6 = 24
Damage roll: 1d8 + 3 ⇒ (8) + 3 = 11
Teric Cain |
Reflex Save: 1d20 + 1 ⇒ (7) + 1 = 8
Teric looks up just in time to be unable to avoid the rocks tumbling down at him. He take a solid hit in the shoulder and another in the leg.
Knowledge, Arcana: 1d20 + 6 ⇒ (4) + 6 = 10
Teric fans out his hands and summons power from the great beyond. Cold fire shoots out of his hands toward the behir. "Begone, you silly lizard!" After sending the cold fire toward the beast, Teric steps back to allow the others to attack it.
Cast Mythic Burning Hands, modified to Cold. Reflex save DC 19 for half. If he fails the save, he's slowed for 1 round. (If Teric's knowledge check shows him that it would resistant to cold, he will opt for fire instead.
Burning Hands: 3d6 ⇒ (5, 5, 3) = 13
GM Baerlie |
No, it's at the edge
Matsu and Rogar shoot again, Rogar hits. Teric knows that it's a young behir, it's immune to electricity.
Round 1
Lilli
Rogar
Matsu
Teric burning hands
Aimi
Behir -27HP
@Teric: I see that burning hands has a range of 15 ft. Is the range increased with the Mythic powers? If not: you can hit the behir if you are close to the slope (it's still up), but not from where you are on the map.
GM Baerlie |
Lilli casts bless and moves back while Aimi shoots another arrow at the creature above.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
The behir climbs down the edge and readies it's claws for an attack.
Climb: 1d20 + 12 ⇒ (3) + 12 = 15 double move, it's down now
Round 2
Lilli
Rogar
Matsu
Teric
Aimi
Behir -46HP
Teric Cain |
Did it make its save? If not, it's slowed and can't get all the way down.
Teric shouts to the others. "It's immune to lightning, so make sure you use something else!" The Varasian backs away quickly from the lizard.
Withdraw, might still take an AOO since he's large.
Teric Cain |
Cool! Retcon.
Seeing the lizard succumb to his spell, Teric blasts it again with cold fire before retreating.
DC 19 Reflex save for half, and slowed again.
Mythic Burning Hands: 3d6 ⇒ (3, 4, 5) = 12
GM Baerlie |
Does this slowed have the same penalties to AC and attacks as staggered? Or is it about the movement only?
Reflex: 1d20 + 10 ⇒ (1) + 10 = 11 I know it gets a penalty to reflex saves for climbing, but it doesn't matter in this case
Teric sees that the cold affects the creature and slows it down so he blasts another wave of cold at the behir on the wall. He hits again and the creature moves slowlier.
Round 2
Lilli
Rogar
Matsu
Teric
Aimi
Behir -58HP
Rogar Valertis Alastoris |
"Good job Teric! Shame though... he won't even get near us, I wanted to try my sword against its scales!" exclaims Rogar shooting another arrow at the behir.
Attack roll: 1d20 + 6 ⇒ (5) + 6 = 11
Damage roll: 1d8 + 3 ⇒ (4) + 3 = 7
GM Baerlie |
Matsu nocks another arrow and shoots it at the behir. His smile gets bigger when he sees the arrow hitting the target. While Lilli waiths for the beast to come down Rogar uses his chance to hit the slow creature but the arrow hits only a rock in the wall.
Round 2
Lilli delay
Rogar
Matsu
Teric
Aimi
Behir -71HP
Teric Cain |
Teric opts to allow the others to close with the lizard. He grants them a boon from his power. "You got your wish, Rogar. Now someone kill the damned thing already!"
Cast Bless. +1 to all attack for everyone
Rogar Valertis Alastoris |
"If you insist..." laughs Rogar advancing towards the creature his size growing at each step forward he takes!
Move towards the behir, then use standard action for titan's rage, then use swift action for champion strike (with power attack), spent 2 mythic power uses. If the Behir survives the assault Rogar will also spend an additional mythic power use to gain +10 dodge bonus to AC due to mythic dodge as an immediate action. Note that: champion strike rolls twice and uses the better result and the damage bypasses all DR the target my have
Attack roll: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
or
Attack roll: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
for damage
Damage roll: 3d6 + 10 + 3 ⇒ (4, 3, 4) + 10 + 3 = 24
In case the Behir survives Rogar's attack he will use mythic dodge and increase his AC to 35 (23 Base + 1 trait AC bonus for Expert Duelist + 2 natural AC bonus for Titan's Rage - 1 for Large due to dex reduction + 10 dodge bonus to AC due to activation of Mythic Dodge IF the Behir survives at the end of Rogar's attack)
GM Baerlie |
Rogar moves closer to the behir and swings his weapon at the beast with six claws. He hits and decapitates the behir.
combat over
The trail descends among many red sandstone arches and hoodoos as the afternoon sun heats the rock formations to baking temperatures.
please do a DC15 and DC16 fortitude saves against the heat, don't forget the bonus for hot weather outfit if you have one
Periodically, you find signs of Kafar and Nefti’s passage, such as a discarded bottle, footprint, or shred of cloth. As the afternoon heat abates, you begin ascending taller peaks.
Rogar Valertis Alastoris |
Fortitude check: 1d20 + 5 ⇒ (16) + 5 = 21
Fortitude check: 1d20 + 5 ⇒ (2) + 5 = 7
Rogar keeps following on the two aspis' agents trail even if fatigue seems to be catching up on him.
Teric Cain |
Teric has Endure Elements.
Teric comes over to examine the behir and sneers at the dead lizard. "Serves you right to try and prey on us." He pluck the golden crown from the lizard's claw.
As the group walks, Teric doesn't seem to mind the heat at all thanks to his protection. He follows along with the group to find the Aspis Agents.
GM Baerlie |
Rogar NL damage: 1d4 ⇒ 1
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. The sun went already down and it's getting dark. The open valley offers an unobstructed view of the region, and you spot a campsite on a mountain nearby; the light of a campfire is clearly visible to the party just a few miles away. The signal soon disappears, but it is enough to confirm that you are on the right path.
When they reach the campsite, over an hour later, you find a recently extinguished fire, bloodied bandages, and fresh tracks.
Rogar Valertis Alastoris |
Knowledge(dungeneering) check: 1d20 + 4 ⇒ (10) + 4 = 14
Rogar points at the fireplace:"Seems like we are closing in on our little aspis friends. Let's go, we have almost got them!"
Teric Cain |
Heal: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
"And they are hurt. That may make them sloppy. Let's push forward to close the gap."
GM Baerlie |
Leaving the campsite, you follow a trail down the mountain, returning to a low pass altitude zone and losing any fatigued conditions from altitude effects. The narrow and sinuous path down the mountain limits visibility, so you spot your quarry just as you reach the end of the trail.
The chase occurs in the outskirts of the Sanctum of the Sages. By the time you catch up with Kafar and Nefti, the tricksters are moments away from reaching the sanctuary and have a chance to make a run for it.
Ini Aimi: 1d20 + 3 ⇒ (15) + 3 = 18
Ini Matsu: 1d20 + 1 ⇒ (14) + 1 = 15
Ini Rogar: 1d20 + 2 ⇒ (18) + 2 = 20
Ini Teric: 1d20 + 8 ⇒ (12) + 8 = 20
Ini Lilli: 1d20 + 3 ⇒ (17) + 3 = 20
Ini Kafar + Nefti: 1d20 + 6 ⇒ (13) + 6 = 19
Chase Round 1
Teric
Lilli
Rogar
--------------
Kafar + Nefti
--------------
Aimi
Matsu
You find the chase map on the map.
Chase rules: base speed 30 ft.; for each 10 feet slower than the chase's baseline speed a character moves, you suffer a cumulative –2 penalty on any check made to navigate obstacles, likewise, for every 10 feet faster than the baseline speed he moves, you gain a cumulative +2 bonus on these checks; you can use your riding animals;
Add. Mythic Chase rules: While skilled and mobile adventurers generally enjoy chases, this kind of challenge can be tough for less agile warriors; however, characters blessed with mythic power have additional options during a chase that allow encumbered characters to excel and quick characters to truly shine. A mythic character can spend one use of mythic power once per round as a free action to do one of the following.
Against the Odds: Automatically succeed on one skill check or saving throw to overcome an obstacle. A PC must use this ability before attempting the skill check.
Clear the Path: When a PC exceeds the DC for the skill check or saving throw to overcome an obstacle, he removes all obstacles from that square. Have the player describe how his character punches handholds in a wall, smashes down a barrier, brushes away caltrops with the shockwave of his leap, or similarly defeats the obstacle in a mythic fashion.
Implacable Pursuer: For the duration of the chase, the PC ignores all armor check penalties and any reductions to his speed as a result of wearing armor.
Due to the twisting pathway, severe winds, and airborne sand, it is impossible to target any creature more than two squares away.
Another thing: the scenario says that if either Kafar or Nefti succeeds in a check, the other one succeeds automatically, they both make checks and take the higher result.
Teric Cain |
Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
When Teric sees the two men, he smiles, extremely confident that they will catch the Aspis agents. So confident that he doesn't realize they're still getting away and he fails to move for several seconds.
Rogar Valertis Alastoris |
Rogar will spend 1 mythic power use to gain Implacable pursuer. Also I don't know what do we have to roll but Mythic Rogar's Ini has a +9 modifier not a +2 (and normal Rogar has +6 due to the Improved initiative feat gained at level 3)
Edit:I've read the rules, so having passed the first obstacle due to ini now we move on one of the other 2, right? Rogar will take climb
Re edit: re read, by taking a full round action you can advance 3 cards BUT you need to overcome both obstacles, so...
Perception check: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative check check: 1d20 + 8 ⇒ (12) + 8 = 20
Climb check: 1d20 + 8 ⇒ (16) + 8 = 24
Acrobatics check: 1d20 + 2 ⇒ (7) + 2 = 9
Reflex check: 1d20 + 3 ⇒ (12) + 3 = 15
Strength check: 1d20 + 5 ⇒ (13) + 5 = 18
Rogar Valertis Alastoris |
Seems like rogar failed the first perception check, but by less than 5 so he advances but only one square and the other rolls are lost
GM Baerlie |
Teric, Lilli and Rogar take up the chase, but only Rogar is able to get closer to the Aspis Agents.
Kafar and Nefti try to get around the quicksand pool without getting wet but drop right into the pool.
Survival Nefti: 1d20 + 1 ⇒ (2) + 1 = 3
Survival Kafar: 1d20 + 6 ⇒ (4) + 6 = 10
Chase Round 1
Teric
Lilli
Rogar
--------------
Kafar + Nefti
--------------
Aimi
Matsu
Matsu Anfial |
Using one use of his mythic power Matsu will gain Implacable Pursuer: For the duration of the chase, the PC ignores all armor check penalties and any reductions to his speed as a result of wearing armor.
Climbing the slope Matsu tries to get closer.
Climb: 1d20 + 9 ⇒ (2) + 9 = 11
Is there a chance to do booth to get double movement?
Rogar Valertis Alastoris |
You can attempt to move 3 squares with a full round action BUT you need to pass ALL the checks on the square you are leaving, so, in this instance, to move 3 squares you need to pass Perception(dc20)& Initiative(dc16), if you pass these two checks you can move 3 squares, if you fail one single check by 5 or less and pass the other you move 1 square (what Rogar did) if you fail by more than 5 you stop where you are. Otherwise you can spend 2 move actions to move 2 squares. Doings to do that you need to pass 2 skill checks in 2 different squares. So in this case you have to choose ONE between Perception(dc20)& Initiative(dc16) on the first square and then for your second move ONE between Climb(dc15) & Acrobatics(dc17). If you fail one you stop were you are. That said Matsu and Aimi checks should apply perception or initiative first not to climb and acro
GM Baerlie |
Yes, what Rogar said. You can move three squares with a full-round-action, but you have to succeed in both checks on the square you are leaving. Perception and Initiative in your case. You can also do a double move action, in that case you have to succeed in only one (your choice) skill check on the card you are leaving. In any case you have to start with either Perception or Initiative or both if you want to do a full-round-action.