
| GM Tarondor | 
 
	
 
                
                
              
            
            Kankerata arises in wrath! Roaring, the mighty landshark surges forward, furious at the tiny creatures who have invaded its home!
Claws v. Everyone!: 1d20 + 21 ⇒ (14) + 21 = 35 Hits everyone. Crits Aristu and Piotr
Damage: 2d10 + 9 ⇒ (1, 5) + 9 = 15
Miss Chance for Alister (DC 5): 1d20 ⇒ 17
Miss Chance for Aristu (DC 5): 1d20 ⇒ 14
Miss Chance for Kernithar (DC 5): 1d20 ⇒ 6
Miss Chance for Mikhail (DC 5): 1d20 ⇒ 8
Miss Chance for Piotr (DC 5): 1d20 ⇒ 14
STATUS
Alister - 77/96 hp
Aristu - 38/72 hp
Kernithar - 41/102 hp
Mikhail - 94/112 hp
Piotr - 43/80 hp
Nobody got past the mighty Kankatera unscathed.
ROUND NINE
Escape Kankatera's Lair
RUN! Athletics DC 19
RUN SERPENTINE!Acrobatics DC 21
If you can move at greater than 30' speed, add +2 for every 5' faster you can go. If you can fly or burrow, add +5. If you can teleport, you win!

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern blurs through the lair of the great beast. Checking behind him once he's clear of danger.
Acrobatics (T) +10 since speed is 55ft: 1d20 + 14 + 10 ⇒ (7) + 14 + 10 = 31

| Aristu Medvyed | 
 
	
 
                
                
              
            
            Aristu casts a spell to speed himself up.
Cast Fleet Step. Current speed = 60'.
Athletics + speed bonus: 1d20 + 1 + 12 ⇒ (20) + 1 + 12 = 33
If there is a sacred stone here, he runs to it first and leaves his mark.

| GM Tarondor | 
 
	
 
                
                
              
            
            Yes, there is a sacred stone to bleed on here.
With Kern's and Aristu's Critical successes, you have 4 of 5 Chase POints needed to leave this scene.
My miss chance last turn should have been DC 10, not DC 5, so I'm giving hit points back to Kern and Mikhail.
Trying to figure out who still has the benefit from invisibility sphere is breaking my brain. But since this is so abstract, I'm just going to let you all have it. .
Claws v. Alister, Mikhail, Piotr!: 1d20 + 21 ⇒ (11) + 21 = 32 Hits everyone. Crits Aristu and Piotr
Damage: 2d10 + 9 ⇒ (8, 4) + 9 = 21
Miss Chance for Alister (DC 10): 1d20 ⇒ 14
Miss Chance for Mikhail (DC 10): 1d20 ⇒ 11
Miss Chance for Piotr (DC 10): 1d20 ⇒ 12
STATUS
Alister - 35/96 hp
Aristu - 38/72 hp
Kernithar - 56/102 hp
Mikhail - 88/112 hp
Piotr - 1/80 hp
ROUND TEN
Escape Kankatera's Lair
RUN! Athletics DC 19
RUN SERPENTINE! Acrobatics DC 21
If you can move at greater than 30' speed, add +2 for every 5' faster you can go. If you can fly or burrow, add +5. If you can teleport, you win!

| Mikhail Templeson | 
 
	
 
                
                
              
            
            Mikhail tries to make a break for it.
Some truly sad rolling in this area. But this finishes the challenge. Can we just rub our claw wounds on the stone as we run by or do we need to cut ourselves?
Athletics: 1d20 + 14 ⇒ (6) + 14 = 20

| GM Tarondor | 
 
	
 
                
                
              
            
            Hold that thought, Alister! Mikhail has ended this part of the challenge by picking up the 5th Chase Point.
Yes, you can bleed on the stone without taking further damage. And a good thing, too, because Piotr is close to death. You might want to take a round to heal him up. Eh? What, what?
The team escapes the Lair of Kankatera, leaving the roaring of the vicious beast behind them in the tunnels.
Do you want to spend a round healing up? It's not a Pathfinder game round, so I'll actually allow you a minute's worth of healing (but -not- 10 minutes) in that time. Or do you want to risk Piotr's life and go for it?
That was the 6th obstacle. There are 10.

| Mikhail Templeson | 
 
	
 
                
                
              
            
            We need to heal. I have two Heal spells. I will spend two full rounds, or three actions each, to do two 30 ft emanations of healing.
Heal: 1d8 + 8 ⇒ (6) + 8 = 14
Heal: 1d8 + 8 ⇒ (2) + 8 = 10

| Kernithar Flott | 
 
	
 
                
                
              
            
            "You're right, Piotr"
Kern runs ahead of the party to check out the next challenge.

| GM Tarondor | 
 
	
 
                
                
              
            
            STATUS
Alister - 59/96 hp
Aristu - 62/72 hp
Kernithar - 80/102 hp
Mikhail - 112/112 hp
Piotr - 42/80 hp
ROUND ELEVEN
As you enter the next cavern, you see a long gallery ahead of you, eerily lit by glowing crystals of impressive size. But there, ahead of you, a centaur slams a maul two-handed into one of the crystals and it tumbles down, crashing to the floor, blocking your path and slowing you. She laughs and waves...
And just then a huge portion of the ceiling collapses directly onto her! She screams as huge chunks of rock bury her. You can see her feebly struggling to be free. With a rumble, the entire ceiling starts to collapse.
Sprint For Your Life! Fortitude DC 19
Find Cover Perception DC 24
Of course, you could also try to help the trapped centaur...

| Aristu Medvyed | 
 
	
 
                
                
              
            
            Aristu moves quickly to the trapped centaur. He draws on his fey source, binds the arcane energy with words of power, and casts a spell to free her.
Cast Freedom of Movement on the centaur.

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern scans the area for something to protect him from the cave in.
Perception: 1d20 + 17 ⇒ (16) + 17 = 33

| GM Tarondor | 
 
	
 
                
                
              
            
            Aristu, you recognize the centaur. It is Xamanthe, daughter to Aecora Silverfire. She grunts in pain and frowns at you as if uncertain what you just did or didn't do. But she wriggles free and trots quickly out of the room.
Mikhail manages to sprint across the room, dodging falling debris while Alister shoots past him in the air. Kern surveys the room and dashes across the most stable part, joining the others at the exit.
Piotr, go!

| GM Tarondor | 
 
	
 
                
                
              
            
            Huzzah!
ROUND TWELVE
You exit the collapsing caverns and run into the free air. But the grass is so tall and the brambles so dense you can't see your way ahead, but you know there is a sacred stone somewhere in the area.
Clear a Path in the Grass  (Deal 15 Damage or 5 Fire)
Climb The Hill Athletics DC 19
Fly spells are now used up.

| Mikhail Templeson | 
 
	
 
                
                
              
            
            Mikhail begins forcing his way through the tall grass to find the stone.
Athletics: 1d20 + 14 ⇒ (2) + 14 = 16
Wow... amazing rolling going down here. :P

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern whips out his blade and attempts to clear the way for his companions.
Rolling three since his blade is Forceful and static damage increases every swing.
Elven Curved Blade (1): 1d20 + 17 ⇒ (14) + 17 = 31Damage: 2d8 + 2 ⇒ (6, 7) + 2 = 15
Elven Curved Blade (2): 1d20 + 12 ⇒ (8) + 12 = 20Damage (Forceful): 2d8 + 4 ⇒ (2, 6) + 4 = 12
Elven Curved Blade (3): 1d20 + 7 ⇒ (20) + 7 = 27Damage (Forceful): 2d8 + 6 ⇒ (6, 6) + 6 = 18

| Alister Medvyed | 
 
	
 
                
                
              
            
            Alister lifts his hand and a sharp rock flies through the air, cutting through the brambles.
Telekinetic Projectile: 1d20 + 16 ⇒ (6) + 16 = 22
Slashing Damage: 4d6 + 4 ⇒ (2, 5, 4, 6) + 4 = 21

| Aristu Medvyed | 
 
	
 
                
                
              
            
            Aristu helps Kern and Alister to clear a path through the grass.
Cast Burning Hands
fire damage: 2d6 ⇒ (4, 6) = 10

| GM Tarondor | 
 
	
 
                
                
              
            
            Success! You all find the standing stone, already wet with centaur blood, and mark it.
Damage, Alister: 1d4 ⇒ 4
Damage, Aristu: 1d4 ⇒ 1
Damage, Kernithar: 1d4 ⇒ 2
Damage, Mikhail: 1d4 ⇒ 1
Damage, Piotr: 1d4 ⇒ 4
STATUS
Alister - 55/96 hp
Aristu - 61/72 hp
Kernithar - 78/102 hp
Mikhail - 111/112 hp
Piotr - 38/80 hp
You move into the penultimate challenge, the Muddy Ravine. You can move through the thick mud or try keeping your balance in the slippery mud at the edges! Or try something else!
Slip Through the Shallows Acrobatics DC 22
Wade Through the Mud Athletics DC 19
Aristu, Kern, Mikhail, Piotr, go!

| Kernithar Flott | 
 
	
 
                
                
              
            
            Kern tries to solidify the mud using Ray of Frost and walk across it.

| Aristu Medvyed | 
 
	
 
                
                
              
            
            Aristu casts a spell on himself and soars across the ravine.
Cast Fly on self.

| Piotr Denisov | 
 
	
 
                
                
              
            
            Piotr calls upon his connection to Corb to recover a spell that he has already cast. Once that is complete, he casts Fly upon himself and soars across the ravine.
Free - Drain Familiar
1,2 - Cast Fly
3 - Move

| GM Tarondor | 
 
	
 
                
                
              
            
            Okay, three successes there. Kern, you know before you try it that ray of frost is only going to solidify a small area (5' square) of the mud, thus not getting you very far. You -could- use that, but it would take you a minimum of 5 chase rounds to get out over frozen mud using only that spell. Feel free to take a different action.

| GM Tarondor | 
 
	
 
                
                
              
            
            Huzzah!
THE HOME STRETCH
You are almost back to the start line, where a band of Nomen centaurs watches you with impassive faces. You can sprint up the long slope or climb the nearby hill to arrive at the same place.
Final Sprint Fortitude DC 24
Climb the Hill Athletics DC 26
Anyone who cast fly last round can still use it this round for an automatic success. No critical successes, though.

| Kernithar Flott | 
 
	
 
                
                
              
            
            Thanks for the crit!
Kern surges forward.
Fortitude: 1d20 + 14 ⇒ (17) + 14 = 31
 
	
 
     
    