GM Tektite |
Without needing to resort to performance enhancers, the party party is able to easily pry up some of the floor, revealing a lower tunnel.
Dropping down into the tunnel, Nefti and Kafar's track are easily found once more. Looking around, you notice a series of interconnected tunnels. These dark, 10-foot-wide round passages extend throughout the region, allowing the creature that created them to travel throughout the Pillars of the Sun. Spots along the rough walls show signs of chemical reactions between the rock and some unknown substance.
Need KN: dungeoneering or Survival checks to naviggate the tunnels.
Corbalias Celecia |
Craft (a): 1d20 + 10 ⇒ (2) + 10 = 12
Survival: 1d20 + 4 ⇒ (5) + 4 = 9
Corb, ever the sub-par alchemist or tracker, will take whatever spot asked of him, though desires the closest to the front for maximum combat.
Khamûl Unqualë |
Craft (alchemy): 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge (nature): 1d20 + 7 ⇒ (18) + 7 = 25
"Hm. There is residue of a strong acid on these tunnels. I would guess that we have descended into a set of death worm tunnels. Stay on guard. I'll lead the way."
Knowledge (dungeoneering): 1d20 + 7 ⇒ (14) + 7 = 21
Corbalias Celecia |
"I LIKE THE SOUND OF THOSE!"
GM Tektite |
Khamul is able to guide the party through the maze of tunnels in a timely manner. Coming back to the surface, 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.
Strong winds channeled by the region’s topography blow west through
this area. The sandstone scarps are 50 feet tall and feature only narrow handholds (Climb DC 20), save for a recently collapsed section to the northeast that has jagged spars that can serve as more adequate handholds (Climb DC 15). This rock fall has created an area of dense rubble at the base of the escarpment where it fell. The rest of the area is covered in light rubble.
Corbalias Celecia |
Did we lose the zombos somewhere?
Khamûl Unqualë |
Knowledge (arcana): 1d20 + 8 ⇒ (19) + 8 = 27
"The death worm, as I suspected. Doubtlessly something else more powerful is in the area, as you say Titus. Do not approach it! Its blisters are poisonous and we should be careful if we are to go near and handle it. In fact, why don't you let the skeletons go forward and burst the blisters before we approach?"
Khamul will send his skeleton cohorts forward to purposefully pop the blisters while everyone else stands well away from the corpse (and downwind).
GM Tektite |
Fifty feet
Khamûl Unqualë |
Khamul whispers to Titus, "Azure One? What is it? A dragon?"
Khamul tries a different tactic, calling out in Draconic, "Hail! We mean no harm. Who goes there?"
Diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5
Knowledge (arcana): 1d20 + 8 ⇒ (10) + 8 = 18
Whelp, I probably just insulted whatever it is. Get ready.
Khamûl Unqualë |
Well maybe it didn't even understand me then. I know what it is out of character but honestly can't remember if it speaks Draconic or not.
GM Tektite |
It does not speak Draconic, only Common.
As the party continues to call out, a large, slithering, multilegged blue reptile with a fearsome head crowned with two large, curling horns shows itself and climbs down the cliffside. "You have now trespaased upon my territory twice! That is an unforgivable offense!"
C: 1d20 + 12 ⇒ (15) + 12 = 27
T: 1d20 + 3 ⇒ (12) + 3 = 15
K: 1d20 + 4 ⇒ (20) + 4 = 24
B: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative:
Corb
Khamul
Creature
Titus
Shana
Corb and Khamul are up!
Khamûl Unqualë |
Khamul swiftly shoots a ray at the creature!
Swift action Arcane Surge to cast ray of sickening.
ranged touch: 1d20 + 3 ⇒ (5) + 3 = 8
Probably doesn't hit but DC 17 Fort save or sickened for 2 minutes if it did
Khamul orders his skeletons to attack while he moves in with his scythe. provokes moving in.
Mwk Scythe: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9
Corbalias Celecia |
Corb will drink his Enlarge Person extract and move 20 feet closer to the blue creature!
Khamûl Unqualë |
Yeah, I ordered the skeletons to attack. Did my scythe attack hit?
I'll save you some effort on the skeletons (assuming they're standard, I don't remember):
claw: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Khamûl Unqualë |
Whoops, I was looking at the wrong creature. Double moves from Khamul and his minions then. I think they had just enough movement to get to their current positions.
GM Tektite |
Shana fires an arrow that sails wide!
Titus pelts the creature wiht some missiles of force!
The creature steps back and breaths electicity on two of the skeletons!
Electricity!: 7d4 ⇒ (2, 4, 4, 2, 3, 3, 1) = 19 DC 20 Reflex for half.
2d20 ⇒ (17, 18) = 35
1d4 ⇒ 4
Even dodging the worst of the crackling bolt, the two skeletons crumble into a pile of charred bones.
Party up!
Khamûl Unqualë |
Khamul seems unfazed by his fallen skeletons. They are only tools, and the grasp of such a tool feels uncomfortable in my hands anyways. But I must make use of my foul upbringing and turn those forces for good now.
Khamul orders his skeleton to move behind the beast. Provoking.
If it survives, the skeleton claws at the creature:
claw: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d4 + 1 ⇒ (4) + 1 = 5
---
Khamul will try his same tactic again:
Swift and mythic point to cast a spell as a swift:
ranged touch: 1d20 + 3 ⇒ (13) + 3 = 16
DC 17 Fort save or sickened for 2 minutes
The necromancer then closes the gap between himself and the beast and swings his scythe at it!
Mwk Scythe: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 2d4 + 3 ⇒ (4, 3) + 3 = 10
Bah! So close to that x4 crit!
Titus Slade |
Titus moves forward and quickly strikes at the not-dragon twice.
Swift + Mythic power for Champion Strike.
Tier, PA, Flank: 1d20 + 13 + 2 + 3 - 2 ⇒ (15) + 13 + 2 + 3 - 2 = 31
1d10 + 10 + 8 ⇒ (2) + 10 + 8 = 20
Regular Attack, PA, Flank: 1d20 + 13 + 2 - 2 ⇒ (9) + 13 + 2 - 2 = 22
1d10 + 10 + 8 ⇒ (7) + 10 + 8 = 25
GM Tektite |
AoO: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12
As Khamul's skeleton moves, the creature snaps its toothy maw and destroys it while crunching on its bones. "Tresspassers will be punsished! I let you pass once, you won't pass again!"
Khamul then moves up and deals a blow to the creature!
Titus moves up and strikes the creature twice, dealing two nasty wounds to it!
Shana and Corb!
Corbalias Celecia |
Corb finally grows in size, and is exactly 40 feet away (which is convenient, since that'd charging distance!) He rushes forward and reaches out with his sword ragingly!
sword (charge, rage, PA, enlarge): 1d20 + 19 ⇒ (9) + 19 = 283d6 + 19 ⇒ (6, 3, 3) + 19 = 31 not at home to check damage, so I lowballed it.
-Posted with Wayfinder
GM Tektite |
Corb enlarges and charges in, dealing a heavy blow to the creature!
21 + 45 + 31 = 97
The creature staggers under the blow, sways, then collapses!
Out of Combat
Looking around, you notice a crown that the creature wears as a ring. Khamul is able to identify it as a Crown of Swords
The severe winds and hard ground make it impossible to locate any tracks; however, the party can infer that continuing down the valley is the natural route forward and is likely the path taken by your quarry.
The trail descends among many red sandstone arches and hoodoos as the afternoon sun heats the rock formations to baking temperatures. 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, the party begins ascending taller peaks.
If you intend to rest during your pursuit of the Aspis Consortium agents, doing so now—late in the day but before getting high into the mountains—is the best time to do so.
Khamûl Unqualë |
"We cannot rest when we are yet hot on their tails," Khamul tells his companions. "Let us keep up the pace and hope to catch them before it is too late. They will hopefully be open to discussion, as it seems their disillusionment with the Aspis may have favorably disposed them not to try to kill us on sight."
GM Tektite |
Traveling through the heat of the day, the party is exposed to the blistering heat of the desert.
Titus Fort 1 vs DC 15: 1d20 + 13 ⇒ (15) + 13 = 28
Titus Fort 2 vs DC 16: 1d20 + 13 ⇒ (7) + 13 = 20
Shana Fort 1 vs DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
Shana Fort 2 vs DC 16: 1d20 + 5 ⇒ (6) + 5 = 11
Corb Fort 1 vs DC 15: 1d20 + 11 ⇒ (2) + 11 = 13
Corb Fort 2 vs DC 16: 1d20 + 11 ⇒ (1) + 11 = 12
Khamul Fort 1 vs DC 15: 1d20 + 4 ⇒ (20) + 4 = 24
Khamul Fort 2 vs DC 16: 1d20 + 4 ⇒ (20) + 4 = 24
Shana is fatigued and I believe Corb is exhausted.
I'll let you guys chime in before I move forward.
Corbalias Celecia |
HAAAA Corb has to run around with 17 strength and no rage? That might actually bring him to par with PFS DPS expectations, do ho ho.
"I'M... FINE..." says a clearly NOT fine Corb.
-Posted with Wayfinder
Shana Meru |
I'll use 3 mythic power to cast lesser restoration 3 times via inspired spell.
After feeling the effect of the heat, and seeing one of her over sized companions dragging, Shana calls upon her new found powers to bring them back into fighting shape.
GM Tektite |
Once more in fighting shape, the party continues on, the air growing cooler as the sun sets and night comes on.
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 open valley offers an unobstructed view of the region, and the party spots 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 you reach the campsite, over an hour later, the party finds a recently extinguished fire, bloodied bandages, and fresh tracks.
As you are now in higher altitude, you need a Fort Save
Alphabetically: 4d20 ⇒ (10, 10, 18, 3) = 41 Good enough!
Following the trail, you pass down out of the mountain pass and into lower altitudes. Movind down a narrow, sinuous trail, as you near the end, you spot two figures! Everyone give me Stealth rolls if you want to try to sneak up on them.
K: 1d20 + 4 ⇒ (10) + 4 = 14
S: 1d20 + 7 ⇒ (13) + 7 = 20
C: 1d20 + 12 ⇒ (7) + 12 = 19
N: 1d20 + 5 ⇒ (11) + 5 = 16
K: 1d20 + 5 ⇒ (17) + 5 = 22
Corbalias Celecia |
Stealth is for the weak and not clanky! Direct methods!
pcp: 1d20 + 5 ⇒ (12) + 5 = 17
Corb downs his mutagen as he meanders forward. As he grows more deformed, he calls out to the pair, "HEY! I THINK WE GOT JUNK TO TALK ABOUT, BUT I'M GONNA CHASE IF I GOT TO!"
For the inevitable init here, Corb will be using mythic Improved Init for a 32.
-Posted with Wayfinder