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I misunderstood.
Survival/Track + AA: 1d20 + 8 + 1 + 2 ⇒ (19) + 8 + 1 + 2 = 30 +2 if he's human

Dungeon Master S |

Nice!
You discover that the tracks do indeed stop just before the mostly buried door. There's a bit of space in various cracks that lead outside. Based on the information Flyndal gathers, you've got a trio of options:
1. Go outside and work your way to the other side of this door, Flyndal is confident in his skill to find it.
2. Dig your way through here.
3. or.... Flyndal sees that the floor is actually quite damaged, and determines that there is some sort of secret passage below. With well applied force, you might be able to bust in.
Which option Pathfinders? They're getting away! Also who took what treasure?

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If nobody else volunteers, and assuming our casters detect no foul business afoot, Flyn will stow the magic dust and inscripted sheet. That dagger isn't worth the trouble it could bring.
“Narad, can you find any way to open this hidden passage?”
If Disable Device is of no use...
STR: 1d20 + 3 ⇒ (5) + 3 = 8
STR: 1d20 + 3 ⇒ (18) + 3 = 21
Perception: 1d20 + 12 ⇒ (4) + 12 = 16

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"Nice," grunts Desh as he follows the silver crusader, doing his best to help safely bypass the door.
Perception to spot traps/dangers on the door. Then Desh's Aid Another to Narad on any necessary Disable Device rolls is an auto-success
Perception: 1d20 + 10 ⇒ (9) + 10 = 19; +2 vs traps.

Dungeon Master S |

Flyndal gives hit a really solid crack, but it doesn't give. You guys think you could do it the hard way. It'll likely be faster than the other two choices, assuming it leads to where you want to go.

Dungeon Master S |

Unfortunately, there aren't any moving parts to disable. It'll take smashing with weapons. (No need to roll actually, you can just get to it. The questions is, is this the path you want to try?)

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I don't know that I'm going to beat that 21 without using up some Rage, etc. We should probably take a different option.

Dungeon Master S |

So there are two ways of busting through, the single big hit, or chip away doing damage. I won't make you roll the damage, just tell me if you want to go outside, dig your way through, or chip through to the secret passage.

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Strength, crowbar, #1: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Strength, crowbar, #2: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Strength, crowbar, #3: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Strength, crowbar, #4: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Strength, crowbar, #5: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Strength, crowbar, #6: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Desh gets out his crowbar."Screw this. Flyn, give me a hand."
Or some AA rolls. :)
EDIT: and if that doesn't work, let's just go around.

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"Desh, I know you're tired. But, at least we're in this tunnel. It's probably hotter and more uncomfortable if we go back outside and go around. Let's just smash through."
The GM posted: "Enigmatic hieroglyphs cover just about every surface of this chamber excavated into the mountain." We're already in a mountain and underground. I can't imaging that the environment would get any better by going outside, and possibly up a mountain.

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Very Late Kn Planes: 1d20 + 13 ⇒ (10) + 13 = 23
"That thing that bit me, and Desh made a nice bisection of--it was a Hound of Tindalos. Something that really shouldn't be on the Material Plane--or possibly any of the planes." Cëanel shivers. "Their minds cause madness, and normal weapons are not effective on them. It has an affinity for corners--it can appear in any of them. Something to do with angles...there is a theory...but I should stop there."
Kay squints at the dagger and dust.
Spellcraft: 1d20 + 16 ⇒ (14) + 16 = 30
Spellcraft: 1d20 + 16 ⇒ (4) + 16 = 20
And at the Aklo.
Linguistics: 1d20 + 13 ⇒ (16) + 13 = 29

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Strength, Aid Another: 1d20 + 3 ⇒ (12) + 3 = 15
Strength, Aid Another: 1d20 + 3 ⇒ (9) + 3 = 12
Strength, Aid Another: 1d20 + 3 ⇒ (5) + 3 = 8
Strength, Aid Another: 1d20 + 3 ⇒ (3) + 3 = 6
Strength, Aid Another: 1d20 + 3 ⇒ (1) + 3 = 4
Sigh...

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Will update the digging tonight. Meanwhile you've found a +2 mythic bane dagger. The dust is dust of disjunction. The Aklo is some kind of ritual that would allow a character to regain 1d2+1 uses of mythic power. The catch is that such a ritual will likely attract the attention of something from the Great Beyond.
-Posted with Wayfinder

Dungeon Master S |

Yes it means it does extra damage against creatures with Mythic levels, as opposed to a "greater bane" against a normal type of creature.
Setting your backs to it, you smash your way down into the tunnels below.
These tunnels were made by powerful acid, likely by creatures known as Deathworms.
The tunnels crisscross chaotically. This is still likely a shortcut through the wall, but only if you don't get lost. I need a survival check or Dungeoneering check DC 20. Pass and your check and you'll be back on track faster than expected.

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Survival: 1d20 + 8 ⇒ (15) + 8 = 23 +1 tracking; +2 vs human

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Knowledge: Arcana: 1d20 + 7 ⇒ (12) + 7 = 19
Knowledge: Dungeoneering: 1d20 + 7 ⇒ (16) + 7 = 23
Garrett pauses when they finally enter the tunnels. "We should be very cautious. These tunnels are not nature. They were formed by a very powerful acid, possibly from a death worm."

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"What the hells is a death worm?" Desh grunts as he peer down into the darkness. "And how do we kill one?"
Perception: 1d20 + 10 ⇒ (14) + 10 = 24; +2 vs traps
The trail goes this way, right? If so, Desh creeps forward into the tunnel, hoping to catch scent of any threats before they ambush his team.
Also, DM, still waiting on word no the fatigue. is that gone now?

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oops, I forgot about the fatigue. I can't check the scenario ATM. Just arrived at the in-laws, I'll post tonight. Flyndal rocked it though.
-Posted with Wayfinder

Dungeon Master S |

Yes, you're fatigued until you can get over the heat somehow. An Endure Elements will do it. Your time underground helped a little, but you're still fatigued.
Flyndal leads you confidently through the tunnels, and you're pretty sure there's no way your prey would have expected this level of progress. Eventually Flyndal leads you back out into the desert. Two tall sandstone outcroppings rise to the north and south, channeling whistling wind and stinging sand through this pass. The carcass of a giant serpentine beast covered in dried blisters lies in a heap at the gorge’s narrowest point, the body savaged by some powerful predator.
The wind is really strong in the gorge. Everyone make a Perception check at -4 (you can also make a heal check if you're checking out the corpse.)
I'm back! The perception check doubles as you guys checking back in. :-)

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Perception: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Heal: 1d20 + 6 ⇒ (11) + 6 = 17

Dungeon Master S |

It appears this death worm was killed by way of poison. Before you can get much more information, you catch movement in the cliffs above you. It's hard to see, but you can make out a large scaly form, hiding.

Dungeon Master S |

Let's do this:
you catch movement in the cliffs above you. It's hard to see, but you can make out a large scaly form, hiding.
It appears this death worm was killed by way of poison.
Sorry Desh, 1 short on both!

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Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Heal: 1d20 + 1 ⇒ (5) + 1 = 6
Garrett stares at the massive rotting carcass, oblivious to everything else around him... "That is disconcerting..."

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just waiting on Narad
-Posted with Wayfinder

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“Poisoned. By what, I can’t...” Flyn suddenly cuts off, glancing up at the cliffs above. Lowering his voice for his friends alone, he nods up toward a large scaly shape among the rocks.“We’re not alone!”

Dungeon Master S |

The scaly beast above shouts loud enough to cut through the wind, THIS IS THE SECOND TIME YOU HAVE TRESPASSED! UNACCEPTABLE!
Baddies: 1d20 + 0 ⇒ (18) + 0 = 18
Desh: 1d20 + 6 ⇒ (11) + 6 = 17
Narad: 1d20 + 10 ⇒ (15) + 10 = 25
Garrett: 1d20 + 5 ⇒ (16) + 5 = 21
Flyndal: 1d20 + 6 ⇒ (11) + 6 = 17
Cëanel: 1d20 + 9 ⇒ (4) + 9 = 13
Kohi: 1d20 + 3 ⇒ (13) + 3 = 16

Dungeon Master S |

It's a behir! IT has an array of deadly weapons. It can bite, grab, and swallow. It can also rake with it's claws. It also breaths deadly lightning.
Round 1:
Narad: Go
Garrett: Go
Baddie: TBD
Desh: TBD
Flyndal: TBD
Kohi: TBD
Kay: TBD

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Any knowledge skills available to identify? Ninja'd! I'll edit my post accordingly.
Garrett looks up suddenly at the yelling to see the giant blue monster. "Huh..."
Knowledge: Arcana: 1d20 + 7 ⇒ (19) + 7 = 26
Garrett recognizes the creature... "It's a behir! Do not let it close distance with us. They are very deadly in melee combat and can also breath lightning!" He says to his companions.
He then shouts loudly over the wind, hoping to be heard by the massive creature. "Mighty behir! We have never encroached upon your territory and are simply passing through. We are tracking two men that may have passed this way! If you will allow us leave peacefully, we will depart immediately!"
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17