GM Batpony |
Robyyn - Regarding Against the Odds power, It's a free action to activate, but I interpreted it as you require to still make a standard action to "attempt the skill". So you are still at Narrow Pass and can use Against the odds part with your current standard action to auto succeed this round. Wasn't paying attention to that part earlier! Sorry!
The group keeps up with the Aspis using any means necessary, careful not to fall behind.
Updated everyone's positions on the chase map.
The Aspis pair continue to squeeze through the narrow pass up ahead, just keeping themselves out of reach.
Escape Artist: 1d20 + 10 ⇒ (11) + 10 = 21
Escape Artist: 1d20 + 2 ⇒ (2) + 2 = 4
~~~
Chase/Combat Round 3
Condition:Severe Winds
Hoprah, Amun, Robyyn, Lebraerio
Chase/Combat Round 4
Condition:Severe Winds
Hoprah, Untir
Aspis
Amun, Robyyn, Lebraerio
Hoprah can take two rounds of actions.
Robyyn |
Upon reaching the narrow pass, Robyyn looks inside to call on the power of the Ruby Sage to guide his path, quickly slipping through. He rushes up to a patch of quicksand where he lets the Ruby Sage guide his hand again, calling through the Ruby Sage instead of through Ayrii to use a spell he's never used before. Looking forward, he targets the man in the lead, attempting to arrest his movement suddenly and completely.
Free with Standard: Against the Odds for Narrow Pass (1 mythic power)
Move: 30'
Swift: Wild Arcana to cast hold person (Will DC 19) vs. red, at +2 caster level, 5 rounds duration (1 mythic power)
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Hoprah |
Sorry to be slow to post - my parents were visiting this weekend...
Round 3
Not trusting either her strength or her reflexes, Hoprah again draws upon her mythic capabilities to hurry past the obstacles.
Spending 1 mythic power to auto-succeed on the Narrow Pass check
Round 4
Arriving at the patch of quicksand, she realizes that she should probably stick with her mythic abilities if she has any hope of catching the Aspis agents.
Spending 1 mythic power to auto-succeed on the Quicksand
As the two agents come into view, she follows Robyyn's approach and also swiftly casts a spell.
Swift action to use Wild Arcana to spend 1 mythic power to cast Web on the two Aspis Agents. Reflex DC 19. Failure = grappled; Success = not grappled, but still within the area of the web (and therefore probably have to save again to move on their next turn)
Untir Jonrot |
Untir finds himself bogged down by the tightly twisting passageway. Again, he summons the jewel sage's power and he somehow just slips right through.
Spend 1 mythic power to autosucced at Narrow Pass
Forgot that Wild Arcana can make spellcasting a swift action! If Robyyn and/or Hoprah's spells don't stick (get it!), Untir will also do the same.
GM Batpony |
Will: 1d20 + 2 ⇒ (15) + 2 = 17 Fail
reflex: 1d20 + 10 ⇒ (17) + 10 = 27
reflex: 1d20 + 8 ⇒ (20) + 8 = 28
The lead is under the effects of hold person, and they are in a web. Does Untir want to add a Swift action?
Untir Jonrot |
Since one is held, then not for this round. The web will slow them down also.
GM Batpony |
I made an error to the rolls above, the will is +3. But matters not, still failed!
Hindered by the pathfinders, the pair seem to have stop in their tracks as the group races on to take them head on! The younger chap, starts to mutter some words, and possibly cast a spell in preparation for the inevitable fight against arch enemies! Hearing what he mumbles as he cast the spell is quite difficult through the strong winds.
You need to meet both checks to open the spoiler!
~~~
Chase/Combat Round 4/5
Condition:Severe Winds
Hoprah, Untir
Kafar (Hold Personx4) Nefti (???????)
Amun, Robyyn, Lebraerio
Untir Jonrot |
perception: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25 Gah, so close...
Untir perks his ears as but the wind is too strong, blowing away the words of incantations. He focuses back on the task on head - closing the gap. Taking a moment to study the quicksand, he identifies where the ground is solid and leaps from stable ground to stable ground to get through.
survival: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
GM Batpony |
Forgot to put the skills for Hoprah, it's there now! Also Untir successfully moved, and I've moved him on the map.
Lebraerio Hantwell |
Despite the wind and the distance, Leb manages to identify the spell as it is cast
Perception: 1d20 + 8 + 1d6 ⇒ (17) + 8 + (6) = 31
Speelcraft: 1d20 + 7 + 1d6 ⇒ (8) + 7 + (3) = 18
He's casting an Heroism spell! We got to be quick
Robyyn |
Robyyn attempts to swim out of the quicksand, but finds himself bogged in the mire. Desperate to make something happen, he tugs at his beard to draw out his bat, then whispers a command to Ayrii, sending it forward to intercept the agents if it can.
"Go, follow those Aspis agents! Get ahead of them, and frighten them back towards us. You know what I mean!"
Standard: Swim: 1d20 + 3 ⇒ (6) + 3 = 9 vs Quicksand Patch
Free: activate Amazing Initiative to take additional standard action (1 mythic point)
Standard: activate Sky Speaker to use speak with animals with Ayrii
Ayrii |
A tiny bat emerges from the tangles of Robyyn's beard, listening at its master's lips to whispers of command. The most perceptive might even detect a nearly imperceptable nod before the bat flits forward, hot on the path of the Aspis agents.
Standard: Fly, 40' speed: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26 vs Quicksand Patch
Move: 30'
Hoprah |
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
Instead of attempting to make it through the Crack in the Mountain, Hoprah moves up slightly and casts a spell at the two Aspis agents.
Move action to move one box
Standard action to cast Glitterdust (assuming that both of them are within 20' of each other), DC 19 Will save or blinded
GM Batpony |
Don't forget -4 to fly checks! But the bat passes regardless.
Leb, you seem to have not posted your actions. Lebraerio and Amun have two rounds of actions.
Will Red: 1d20 + 7 ⇒ (9) + 7 = 16
Will Blue: 1d20 + 9 ⇒ (11) + 9 = 20
The Aspis taking the leads falls ill to Hoprah's spell once more. Not only is he paralyzed, but is now blind! The younger looking chap behind him manages to cover his eyes in time, and soon turns to casting a spell again. This time, 2 identical images of him appear!
Mirror Image: 1d4 + 1 ⇒ (1) + 1 = 2
~~~
Chase/Combat Round 5/6
Condition:Severe Winds, Heroism(50 minutes - Aspis)
Hoprah, Untir
Kafar (Hold Personx3, Blindedx?) Nefti (2xMirror Image)
[ooc]Amun (2 rounds of actions), Robyyn, Lebraerio (2 rounds of actions)
Once you are able to get onto the same card as them, we will go into map combat! I will upload the map after work (approx. 10 hours from now)
Amun-Heth |
I'm a little confused. I already did the swim through quicksand. Did I accidentally not deal with the Narrow Pass?
First Action: Swim: 1d20 + 7 ⇒ (12) + 7 = 19
Second Action: Escape Artist: 1d20 + 8 ⇒ (18) + 8 = 26
Untir Jonrot |
Alright, let Untir trigger first! :P
Untir finds himself jammed tight against the sides of the crack in the mountain. Lean as he is, his armor had found some way to get itself caught. Seeing the prey just ahead, Untir once again summons the granted mystic power
spend 1 mythic power to auto-succeed. Have moved his tokens to join the Aspis (but obviously not with the web...)
Hoprah |
Just noting that, although neither of them are grappled by the Web spell, both will need to make a CMB or Escape Artist check if they attempt to move.
Hoprah will shoot at them from a distance, using her wand of magic missile to send a bolt of force at Nefti.
magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
GM Batpony |
I'm a little confused. I already did the swim through quicksand. Did I accidentally not deal with the Narrow Pass?
First Action: [dice=Swim]1d20+7
Second Action: [dice=Escape Artist]1d20+8
Looking back at historical actions, that seems to be exactly it. But your swim modifier and Reflex is the same, so no harm done there.
Untir heads directly onwards towards the Aspis to engage them, and Amun follows slightly behind.
Hoprah decides to postpone the engagement and shoots magic missiles from afar!
~~~
Chase/Combat Round 5/6
Condition:Severe Winds, Heroism(50 minutes - Aspis)
Hoprah, Untir
Kafar (Hold Personx3, Blindedx?) Nefti -3 (2xMirror Image)
Amun , Robyyn, Lebraerio (2 rounds of actions)
Map is up! Web is added to the map for clarity (white circle) Whoever ends on the 'Cliff's Edge' card, in the next turn goes into regular combat using map. Currently Amun and Untir engage the Aspis!
Robyyn |
Robyyn puts everything he has into another effort to slip out of the quicksand. He shouldn't have to lean on the power of the Sages; his body was naturally lighter and he'd been able to swim easily ever since he'd gained a witch's power of flight!
Standard: Swim: 1d20 + 3 ⇒ (19) + 3 = 22 vs Quicksand Patch
Move: 30'
Ayrii |
Ayrii continues flitting forward, attempting to fly through the crack in the mountain.
Standard: Fly, 40' movement, severe winds: 1d20 + 16 + 2 - 4 ⇒ (2) + 16 + 2 - 4 = 16 vs Crack in the Mountain
Move: 30'
Not knowing the DC, that doesn't seem good enough to assume that Ayrii succeeded. Please move his token appropriately based on the result. I wouldn't complain if Ayrii received a circumstance bonus for being Diminutive and trying to fly through a crack that Medium sized creatures struggle through.... ;)
GM Batpony |
Lebraerio and Bat have been added to the combat map!
Lebraerio follows Untir's lead closely by enhancing himself in mythic powers, and the bat flaps his wings violently against the wind tunnel, enough for him to pass through to meet the Pathfinders on the other side.
Robyyn trails a little slower but catches up with Hoprah.
As the Pathfinder's gather, Nefti begins to let out a soothing hum that begins to play into some of your minds. You have an urgency to calm yourself and relax in the midst of this heated chase.
Bat, Untir, Lebraerio, Amun are affected by Calm Emotions, DC17 Will negates. Your are affected for this round however many as long as Nefti is concentrating.
~~~
Chase/Combat Round 6/7
Condition:Severe Winds, Heroism(50 minutes - Aspis)
Hoprah, Untir
Kafar (Hold Personx2, Blindedx2) Nefti -3 (2xMirror Image)
Amun , Robyyn, Lebraerio
Untir Jonrot |
will: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
The spirits flitting around Untir burst forth, repelling the enchantment that Nefti attempted to lay on him. However, he sees Amun eyes glaze over and realises he needs to stop the spellcaster.
First, he points at Nefti, sending a horde of spirits to harass him. Then, reaching out to the skies, he calls upon the mythical power imbued in him towards the same target, willing his muscles to freeze.
standard action misfortune hex on Nefti: will DC18.
activate legendary magic: swift action cast hold person on Nefti: will DC18. then 5-foot step.
If Nefti is affected by hold person, he would need to make a concentration check DC20 or lose the spell.
Robyyn, in case the above fails and if bat succeeds in its saving throw, can you send it to attack Amun to break him out from the spell? "Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures." I could send my scorpion familiar but I worry about the poison. Ironic if we break him out then he ends up sickened! :)
GM Batpony |
Essentially anything that gives you a competitive edge in the fight I would argue is aggressive. Actions I consider not aggressive = moving away from enemy, healing.
GM Batpony |
Just to clarify also, rules as intended, any breaking of the calm emotions this round will only come into affect in the following round. So those who have failed saves for the round are hindered for this combat round.
Nefti finds himself stuck by Untir's, but just manages to persevere against the effect of the Hex and holds his spell for the current time being.
Will Hex: 1d20 + 9 ⇒ (15) + 9 = 24
Will Hold Person: 1d20 + 9 ⇒ (7) + 9 = 16
Concentration: 1d20 + 9 ⇒ (17) + 9 = 26
Hmm. Also, I didn't realise I should be making a saving throw for hold person each new round.
Retcon Round 6 Full Round to break hold person, I'll ignore the previous rounds.
Will: 1d20 + 5 ⇒ (2) + 5 = 7
Hoprah and Robyyn are up!
Hoprah |
Unwilling to use precious time trying to get through the crack in the mountain, Hoprah once again takes aim at Nefti with her wand of magic missile.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
GM Batpony |
Concentration DC18: 1d20 + 9 ⇒ (10) + 9 = 19
Nefti maintains concentration even in the midst of Hoprah's magic missiles.
Robyyn is up!
Robyyn |
Does Nefti still have all of his mirror images up?
Robyyn continues pressing forward, trying to get through to the battle. Seeing Amun slow down under the effect of the Aspis' spell, he yells out to Ayrii as he calls on the Ruby Sage once more to help him push through the crack.
"Ayrii, try to knock Amun out of the spell! Just give him a little nip; it won't hurt him any in the long run!"
This chase is not built for fragile PCs! Thank goodness for mythic points, cause I don't think Robyyn's had a favorable option yet.
Free with Standard: Clear the Path vs Crack in the Mountain
Move: 30'
GM Batpony |
Does Nefti still have all of his mirror images up?
Yup! You see three Nefti's!
Ayrii |
Will DC 17: 1d20 + 5 ⇒ (4) + 5 = 9
Ayrii hears Robyyn's call, but can't seem to summon the aggression required for even a friendly nip. The bat flits and flutters around Amun's head, casually enjoying the day in this mountain pass.
GM Batpony |
Robyyn, I assume you meant 'Against the Odds' vs 'Clear the Path' as 'Clear the path' requires a test of your skill roll.
Robyyn presses on with the help of mythical magic to catch up with the rest of the group that are mostly standing idle due to Nefti's spell.
Kafar continues to be unable to break from the hold, but Nefti is able to and maintains the spell (even in the light of Hoprah throwing magic missiles at!) to keep the Pathfinders docile for the time being.
Will Kafar vs Hold Person: 1d20 + 5 ⇒ (10) + 5 = 15
Will Nefti vs Hold Person: 1d20 + 9 ⇒ (20) + 9 = 29
~~~
Chase/Combat Round 7/8
Condition:Severe Winds, Heroism(50 minutes - Aspis)
Hoprah, Untir
Kafar (Hold Personx1, Blindedx1) Nefti -8 (2xMirror Image)
Amun (Calm Emotions) , Robyyn, Bat(Calm Emotions), Lebraerio (Calm Emotions)
Amun-Heth |
"Well, I suppose we should stop them. I guess. Or not," says Amun-Heth noncommittally.
He ambles forward to join the group.
"You should stop," he says, without much conviction.
Untir Jonrot |
"This has to end!" Untir steps forward and points one hand towards Nefti. The spirits flitting around Untir suddenly burst into flames and rush towards him!
5-foot step, cast burning hands as per orange area. That would also remove the web just in that area.
burning hands: 4d4 + 2d4 ⇒ (3, 2, 2, 4) + (4, 2) = 17 The 2d4 additional damage from burning web
That is DC10+17+2=29 to maintain spell.
Robyyn |
Frustrated at his bat's indecision, he decides to take an unlikely approach. He plods back over to Ayrii, and swats at his flying companion, the source of his own magic!
"Snap out of it! I don't mean to hurt you, but I need you now more than ever before! Wake up and join us here, then wake this Osirian fool beside you!"
Move: 10'
Standard: attack Ayrii
Unarmed Strike: 1d20 + 0 ⇒ (18) + 0 = 18
Damage, B, nonlethal: 1d3 - 1 ⇒ (2) - 1 = 1
Ayrii |
Unlikely though it is, Robyyn's hand finds its mark! Ayrii falls a foot or two out of the sky before catching himself again, then flies around Robyyn's head in frustration before the witch's words sink in. He flits down near Amun-Heth's shoulder and nips at the man, attempting to wake him from his reverie as well.
Standard: attack Amun-Heth
Bite: 1d20 + 7 ⇒ (5) + 7 = 12
Damage, P: 1d3 - 5 ⇒ (3) - 5 = -2
It seems he just needs to attack, not necessarily hit. At least, I hope so.
GM Batpony |
Nefti loses his spell as Untir's burning hands throws him off his guard!
Reflex DC16 Burning Hands: 1d20 + 8 ⇒ (1) + 8 = 9
Concentration DC29: 1d20 + 9 ⇒ (19) + 9 = 28
Robyyn, you may retcon to do something else as Untir will have broke the casters concentration.
Although, as mentioned earlier, for those with calm emotions, I will treat this round as if they are recovering i.e. they may make hostile actions again in the next round. There's no rules really covering this, but from the spells intent, it would seem fair that it's effect still takes place for one round duration before it breaks. (To elaborate: I cast, but the turn right after someone attacks me, I lose concentration, everyone can act again on that round as if the spell wasn't casted? doesn't make sense to me for a 2nd level spell.
So... Hoprah and Robyyn are up!
Hoprah |
Still reluctant to use more of her dwindling amount of mythic power to overcome the Crack in the Mountain, Hoprah continues to hang back and wear away at Nefti with her wand of Magic Missile.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Robyyn |
Retcon
Robyyn sees Ayrii come out of the spell's grip. Confident he'll be with them again soon, he turns his attention back to their Aspis foes.
Stepping closer, he draws on his magic through Ayrii, opening his mouth wide as if to scream with all the power of his lungs. His lungs visibly release, but no sound comes out except for in the ears of Nefti, who hears the sound of twenty Robyyn's ringing in his ears.
5' step
Standard: cast ear-piercing scream on blue (Fort DC 18)
Damage, sonic: 1d6 ⇒ 2
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
GM Batpony |
The Pathfinders concentrate their focus on taking out Nefti! And for a moment the Aspis are caught stuck, unable to react due to the spells casted upon them.
Fort DC18: 1d20 + 4 ⇒ (6) + 4 = 10
~~~
Chase/Combat Round 8/9
Condition:Severe Winds, Heroism(50 minutes - Aspis)
Hoprah, Untir
Kafar, Nefti -32 (2xMirror Image)
Amun , Robyyn, Bat, Lebraerio
Untir Jonrot |
Seeing Nefti badly injured already but protected by his illusory images, Untir decides to press on his direct attack until the melee allies are able to move in. Stepping forward to bring both the targets into range, again he calls forth his spirits to burst through them in flames!
5-foot step forward to bring both into range for burning hands.
burning hands: 4d4 ⇒ (3, 1, 4, 1) = 9 ref DC17 for half.
Robyyn |
Knowing that Kafar was about to be freed of the spell Robyyn had held the man in place with, he reminds Ayrii of his original command.
"Now, Ayrii, but send him toward us! We still need the jewels!"
He then focuses his own attention on Kafar, making sure that the man won't be able to resist his plan. His eyes grow dark as his gaze falls on the thief, and Robyyn's laughter again fills the narrow valley.
Ayrii |
Ayrii, again in control of his actions, flits forward along and above the valley walls, swinging around to the other side of the pair of Aspis agents.
Double Move: 80'
Hoprah |
Seeing that the two Aspis agents have recovered their eyesight, Hoprah once again sends a cloud of glitter upon them!
Glitterdust, DC 19 Will or blind