Mythic Eveline Bleakrock
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Eveline almost speaks up, but then remembers she's practically the only one who hasn't been a target of a vicious attack, and shuts up. "Well, maybe you're right. Hopefully the Aspis won't get too much of a lead."
"And I guess Lionel's enhanced majicks keep us comfortable even in the cold desert wind. So how do we set up watch? Lionel, Charis, Numair, Kailun, me, Pim?"
Lionel "The Lion" Wynne
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Lionel looks down on his ruined shirt, removing a piece of the drake-thing from his shoulder. "Well, folks, d'ya think that tha beastie had a lair? Maybe we can find it an', uh, make sure tha desert marauders don' walk away with no dangerous magical artefacts an' whatnots?", he grins. "Wastin' is a sin, ya know."
He takes another look at the bloodstains, before eyeing Numair. "Uh, think ya can help with them stains? I'm hella sure that we'll be smellin' ratha tasty to anyone during tha watch otherwise."
Unfortunately for the remainder of the group, he manages to retrieve his surprisingly intact cigarette from behind the rock. "I think this is a good a place ta rest as any. There was a big scary thing in tha area, an' if we jus camp for tha night, it ain't gonna be nothin' coming to claim its territory. Anyone feel like goin' to find where its nest was? Eveline?"
Mythic Eveline Bleakrock
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Eveline sighs. Something's stay the same.
"Lionel's right, this area might be the safest place to stay now that the big beastie is dead... the other wildlife would steer away. But I'm not going to find its nest, and many possible, hungry younglings."
| GMTrex |
Darkness descends over the mountains and the night passes (*gasp*) uneventfully. Breaking camp swiftly in the morning, the team presses onward. After an hour of hiking up through the mountain pass, the escarpments to either side gradually decline until the Pathfinders enter a vast plateau, encircled by distant mountains and deep gorges lit by a bloody sunrise.
Although the view is remarkably beautiful, it's a thin plume of smoke on a mountainside a few miles away that catches the travelers attention. Hurrying toward it, the column soon disappears, and an hour later they come upon a vacated campsite. A recently extinguished fire and some bloody bandages are all that remain.
Everyone, please make a Fortitude save against the high altitude. DC 15, failure means you are fatigued.
Numair Salmalin
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Perception: 1d20 + 12 ⇒ (2) + 12 = 14.
Fort: 1d20 + 3 ⇒ (10) + 3 = 13.
Surge: 1d6 ⇒ 4, so Fort 17.
For a moment, Numair feels overcome by weariness, then the aid of the Ruby Sage suffuses him with energy, and he feels his lethargy draining away.
FYI, once again, I will spend two 1st level spell slots, and two points of mythic power to cast Mythic Endure Elements on all party members.
Pimwrick Swiftfeather
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Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Fort: 1d20 + 8 ⇒ (7) + 8 = 15
As a farm boy, Pim has always had a mild appreciation for the outdoors, though he's generally preferred to have a cozy farmhouse or inn to spend the night in. Waking to the mountain sunrise, and climbing to the high plateau, makes him think perhaps there's something more to the appeal of wild places - Eveline certainly seems to think so, after all.
Coming upon the campsite, he reflects, "Somehow, even a beautiful place like this, people can wreck it, huh?" Studying the scene more carefully, however, he recoils in horror and says, "Look at the bandages, they have tiny little worms in them, but they look like they're made of glass! What could that be?"
Feel free to read the spoiler, need a Knowledge (dungeoneering) check from someone.
Mythic Eveline Bleakrock
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Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Fortitude save: 1d20 + 7 ⇒ (17) + 7 = 24
Eveline feels invigorated when the dawn breaks, and the journey continues. The high altitudes provide no challenge to her, and the early morning's chill feels nice opposed to the sweltering heat of the desert sun; before, of course, Numair has prepared his spells and casts a magical protection over everyone to devoid the effects of environment. Part of her is sad she couldn't enjoy the cold breeze for a while longer, but another part of her is glad she doesn't need to fear the light of day.
When the group finally reaches the abandoned campsite, Eveline nods approvingly. "No doubt the Aspis were here not long ago, they aren't much ahead of us," she says, kneeling down to examine the left-over bandages. "I don't know what those are, but they aren't natural. Kailun's expertise, I presume."
Eveline snickers a bit at Pim's first statement. "You suddenly turned into a wilderness patrol? Aspis agents' littering the Pillars of the Sun, gravest crime."
Mythic Maiden of Copper
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Fort Save roll: 1d20 + 8 ⇒ (4) + 8 = 12
Surge 1: 1d6 + 1 ⇒ (3) + 1 = 4
Surge 2: 1d6 + 1 ⇒ (1) + 1 = 2
Fort Save: 12 + 4 = 16
The Ruby Sage's protection controls The Maiden's sense of vertigo.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
The Maiden doesn't find anything out of the ordinary, but she does wonder what the worms are.
Disguise: 1d20 + 2 ⇒ (16) + 2 = 18
At least her mask fits well.
Lionel "The Lion" Wynne
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Fortitude: 1d20 + 6 ⇒ (6) + 6 = 12
Surge: 1d6 ⇒ 5
Lionel starts breathing heavily, but the magic of the Ruby Sage is strong. He looks over the bandages, scratching his head. "Uh, I don' gotta clue 'bout that, folks. Surprisin' as it is!"
He looks at Numair and Kailun. "Ya two walkin' know-it-all's know what them worms are? Cause they don' look nat'ral to me."
| GMTrex |
Still a Knowledge (dungeoneering) check outstanding if anyone wants to make it. By the way, did Kailun ever get healed?
Eager to be off, the team continues along the trail. At the opposite end of the plateau, the path winds down through a narrow, winding canyon for several miles. Even for those in high spirits, the journey is nevertheless somewhat monotonous--until sharp Pathfinder eyes spot the two Aspis agents ahead, several curves downhill!
Chase time! See Map and read below.
Against the Odds: Automatically succeed on one skill check or saving throw to overcome an obstacle. You must use this ability before attempting the skill check.
Clear the Path: When you exceed the DC for the skill check or saving throw to overcome an obstacle, you removes all obstacles from that square.
Implacable Pursuer: For the duration of the chase, you ignore all armor check penalties and any reductions to your speed as a result of wearing armor. (You must spend a use of mythic power to activate this.)
Charis: 1d20 + 8 ⇒ (20) + 8 = 28
Eveline: 1d20 + 9 ⇒ (9) + 9 = 18
Kailun: 1d20 + 12 ⇒ (7) + 12 = 19
Lionel: 1d20 + 9 ⇒ (20) + 9 = 29
Numair: 1d20 + 5 ⇒ (7) + 5 = 12
Pimwrick: 1d20 + 8 ⇒ (7) + 8 = 15
Aspis: 1d20 + 6 ⇒ (13) + 6 = 19
Round I -- bold may give chase!
1. Lionel, Charis, Kailun
2. Aspis
3. Eveline, Pimwrick, Numair
Numair Salmalin
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Sadly, Kailun is the only one with that Knowledge skill :-/
Also, just checking, is it a standard chase, with each square measuring 30'? I ask, because we *may* have long-range spells out our disposal ;-)
Kailun
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For the sake of keeping things moving along, Kailun has +9 in every Knowledge skill and is always willing to use them for the benefit of the party, so feel free to roll for him, GMTrex.
Also, I don't think Kailun ever got healing, so I guess he's still staggered at 0 hp. Going to be a fun chase! :)
Initiative: 1d20 + 12 ⇒ (2) + 12 = 14
Kailun tries to exploit their high ground advantage, but stumbles and falls unconscious.
Mythic Maiden of Copper
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Numair offered a wand of cure light wounds to recover, Kailun.
Initiative: 1d20 + 8 ⇒ (14) + 8 = 22
Spending one point of Mythic Power to Clear the Path.
"Quickly! This way!" The Maiden's voice briefly resonates with a voice of authority, as if directly from the gods. Everyone immediately takes notice and moves forth as she springs ahead.
Lionel "The Lion" Wynne
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Oh! I mentioned that everyone can get as much uses out of the healing Wand as you want!
Lionel rushes forward as the Maiden gives the go. He rushes towards the slope, trying to jump towards the ledge.
Climb: 1d20 + 6 - 3 ⇒ (20) + 6 - 3 = 23 Great...
Could I use two mythic power, one for attempting the obstacle, the other for an extra standard action, so I can clear the path? I'll go on the assumption of yes, but if not, then ignore the latter part.
He runs towards the ledge, pulling himself up. As he reaches blindly for the top of the clearing, he grabs onto a root, sending tons of rock cascading downwards. He remains on the root, grinning guiltily at the rest. "Heh. Worked out for the best, huh?", nodding at the easily climbable rocks.
| GMTrex |
@ Kailun: sounds good, thanks.
@ Numair: yes, but the scenario states that "due to the twisting pathway, severe winds, and airborne sand, it is virtually impossible to target any creature more than two squares away."
@ Lionel: unfortunately not, as the scenario states "once per round" for those abilities. I am assuming you choose to clear the path.
@ Everyone: Charis and Lionel have each cleared an entire square of obtacles, so it is simply a move action to advance through each of these cleared squares.
Up ahead, the Aspis spot the Pathfinders on their trail and hastily try to squeeze through a narrow crack in the mountainside! The lankier of the pair simply slips through, while the other pushes himself through with brute force!
Escape Artist: 1d20 + 12 ⇒ (12) + 12 = 24
Str: 1d20 + 2 ⇒ (18) + 2 = 20
Round I -- bold may give chase!
1. Lionel, Charis, Kailun
2. Aspis
3. Eveline, Pimwrick, Numair
Mythic Maiden of Copper
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The Maiden moves ahead and trusts herself to squeeze through a narrow passageway.
Reflex Save: 1d20 + 7 ⇒ (8) + 7 = 15
Clear the Path!
The Maiden barely makes it before a falling rock blocks her way. Now at the end of the winding path, one of her locks of hair seems to come to life, pulsing with red energy, and points at a rock. Trusting her instincts, she gives it a swift kick, causing a rockslide throughout the chasm. When the dust clears, the path has opened up considerably.
"We haven't much time. They are getting closer to their goal."
Pimwrick Swiftfeather
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Pim is amazed at the progress the others make, and hurries to keep up!
Two move actions to catch up, assuming that aspect of the regular chase rules applies. I don't think I can do anything more at this point.
| GMTrex |
The Pathfinders make rapid progress on their quarry!
Hrm, this does seem to make things a little boring for those lower in initiative. Any recommendations on how to fix that?
Lionel!
Round II -- bold may give chase!
1. Lionel, Charis, Kailun
2. Aspis
3. Eveline, Pimwrick, Numair
Mythic Maiden of Copper
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Unfortunately, this chase format works well when those with initiative start failing their checks. I wish there were a way for those in the front to push their teammates ahead.
Kailun
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Yeah, Pathfinder's chase mechanics are really bad, but the core of the problem is that chase scenes in a party-based game are kind of absurd to begin with. When does it end, when one member of the party catches up? What if you're chasing an ogre and the first party member to catch up is a bard?
I've found these mechanics actually work better for escapes than chases. Escaping a crumbling dungeon, outrunning a hungry dragon, eluding the town guard, etc. In that situation, there's much more incentive for the higher initiative, more skilled characters to look out for their companions.
Lionel "The Lion" Wynne
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Lionel grunts his way as he clears the rubble, dashing forward just to notice himself sinking.
Going to try for the full-round clear.
Survival: 1d20 + 2 ⇒ (17) + 2 = 19 Nice! Using the mythic power to clear the other with no roll required.
He leaps over the quicksand, relegating the information to the others. "Watch out y'all, there's quicksand in here!", as he disappears into the crack in the mountain.
| GMTrex |
In his haste, Lionel topples several small trees near the quicksand, creating a bridge of sorts across the span!
Acrobatics: 1d20 + 12 ⇒ (8) + 12 = 20
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Ahead, the two Aspis siddle along the narrow cliff's edge. At the end, they stop, one retrieving a bag from his belt and the other beginning a spell!
Round II -- bold may give chase!
1. Lionel, Charis, Kailun
2. Aspis
3. Eveline, Pimwrick, Numair
Pimwrick Swiftfeather
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Pim hurries along after the others!
Two move actions.
Sometimes these chase rules work out okay, but I have to agree, they're better for escaping something. I think the Clear the Path mechanic is helpful, but it does result in those of us near the back just playing catch-up. But at least we're not ending up further behind!
Mythic Maiden of Copper
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The Maiden begins to cross the natural bridge. As she blinks her eyes, the bridge begins to crumble!
Will Save: 1d20 + 7 ⇒ (13) + 7 = 20
Her instincts kick in as she hears the wind whisper to her. To the left...
The illusion's flaw is clear on the left side: The rocks fall twenty feet, then suddenly disappear! Nefti's Enchantments are mere toys against her insight.
Clearing that path.
With a simple wave of her red, glowing hand, The Maiden waves away the trick of the eyes. "Useless! I see through your tricks! You will not fool anyone today. Now stop running."
| GMTrex |
@ Maiden: you've jumped a several panes ahead (they snake right, then left, then right rather than in 'reading' format). However, since your roll would be good enough to pass either of the two obstacles on the Crack in the Mountain pane, I'll say you cleared part of the path instead.
The Maiden hurries toward the crack in the mountain where the Aspis disappeared. After squeezing partway through, she braces a hand against the boulders on either side. Red energy sparking down her arms, she shoves mightily away from herself--pushing both boulders aside and clearing the way for her companions!
Round III -- bold may give chase!
1. Lionel, Charis, Kailun
2. Aspis
3. Eveline, Pimwrick, Numair
Mythic Eveline Bleakrock
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While the tall folk clear the path ahead, Eveline has some time to chat with Pimwrick while they hustle behind them.
"So I got a buckler before we left here. Works out nicely," she starts the conversation with a rather awkward topic. "Seems like all this ruby sage power really got your archery hand in motion. Think it'll last?"
Pimwrick Swiftfeather
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"Well, I sure hope so," Pim replies, his expression turning thoughtful, "I hadn't really considered that the power might not last. Guess I might need some lessons from you after all, huh?"
I've been thinking of having Pim do a 1-level dip into Fighter, to pick up Rapid Shot. Had considered a 2-level Ranger dip, but don't want to be exactly like Evie! I might not do any dip at all, since I originally created Pim using the Core Campaign Challenge and I'm not sure I should deviate from the result I got.
Lionel "The Lion" Wynne
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Lionel sees the rest catching up to him, as he decides to make a break for it.
Trying for a full three-block clear, not clear about the rules when the two obstacles in front of you are cleared. GM is free to roll on Lionel's behalf!
He grunts and wheezes by the time he's finished running. Man, I real gotta start runnin'..., he thinks.
Mythic Eveline Bleakrock
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"Lessons? Well, yeah, back at Grand Lodge I guess," Eveline says, baffled, "or just wait for the venture-captains to assign us to another mission with live targets." She seems a little nervous, but not the bad kind, more of the stuttery kind.
| GMTrex |
I think that's another drawback of the Clear the Path mythic rule; there's no longer two obstacles (or any obstacles) that allows for the usually three-pane attempt. However, since you can get within range of the Aspis by overcoming either of the two obstacles on the next pane, we'll say you do that.
Lionel: 1d20 ⇒ 14 SUCCESS
We'll keep the same initiative, because it's easy. The canyon walls provide shelter from most of the wind, but also block line of sight.
Lionel catches up to the Apsis in a burst of speed and shouts at them to stop. Knowing they can't outrun such intrepid explorers any longer, the Aspis decides to stand and fight. The bearded man, Kafar, hurls a small object at Lionel's feet, which explodes into a huge bank of noxious fog! DC 14 Fortitude save or be nauseated for those in/entering the fog. Can't see beyond 5 feet. Although no one is able to see beyond, the clear sounds of spellcasting and approaching footsteps reach Lionel's ears...
Throw v AC 5: 1d20 + 8 ⇒ (7) + 8 = 15
Round III -- bold may act!
1. Lionel, Charis, Kailun
2. Aspis
3. Eveline, Pimwrick, Numair
Mythic Maiden of Copper
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The Maiden runs through the fog, drawing her bow.
Fort Save: 1d20 + 8 ⇒ (16) + 8 = 24
She focuses and holds her breath as she gets through. Without any obvious targets, she simply prepares for danger.
Double Move through the fog. I can't see any targets.
Mythic Eveline Bleakrock
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"Come on, Pim, we've got live targets right now!"
Eveline dashes forward, looking for a better position. She stops with her longbow in hand, waiting for the cloud of toxic gas to evaporate.
Double move to position. Token moved.
Lionel "The Lion" Wynne
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Fortitude Save: 1d20 + 6 ⇒ (18) + 6 = 24
Lionel leaves the fog cloud, coughing heavily. "Sting...", as he raises his spear towards the man in the impressive turban and swings his vicious spear.
Attack, Power Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
The blow resounds on the man, as he grins, bursting in another cough. Suddently, an ethereal spear appearing from above the man, trying to skewer him into the ground.
Surprise Strike, Power Attack, Flat-footed: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
| GMTrex |
Lionel attempts to stab at the vague form barely visible through the fog... 1d100 ⇒ 9 ...but misses. He conjures a spear which tries the same... 1d100 ⇒ 82 ...which scrapes ineffectively against thick chain links. Several of his comrades get into better position.
Round III -- bold may act!
1. Lionel, Charis, Kailun
2. Aspis
3. Eveline, Pimwrick, Numair
Numair Salmalin
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Numair moves forward, and gives a wan grin.
"Of course, whilst no one can deny the awesome power of the sun, there is also power in the dark spaces between the stars... Let me show you!"
He then points his staff in the direction of the fleeing Aspis agents, and darkness pours forth from it, writhing across the ground to a point just above them, whereupon it explodes outwards into a forest writhing, coal-black tentacles.
Black Tentacles: 1d20 + 15 ⇒ (12) + 15 = 27 Vs. CMD. If successful, they are Grappled, and take 1d6 + 4 ⇒ (1) + 4 = 5 damage.
The area covered by the Black Tentacles is indicated on the map.
| GMTrex |
Sorry for the delay, everybody. I'll try to respond to this sort of stuff faster. In F2F it wouldn't be an issue.
@ Kailun: you can take another move action if you want, at the very least.