PFS 5-16 Destiny of the Sands Part 3: Sanctum of the Sages (Inactive)

Game Master TheBobJones

Where on | Mythic Rules | Tactical


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Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Korasu, clinging to the wall, pecks out with his beak at the beast, once as it attempts to move away, and once again as he closes with it.
You cannot evade Vengeance...

Invisible Attack: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Sneak Attack Damage: 2d6 ⇒ (5, 6) = 11
damage: 1d3 - 1 ⇒ (1) - 1 = 0

Invisible Attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Sneak Attack Damage: 2d6 ⇒ (5, 6) = 11
damage: 1d3 - 1 ⇒ (2) - 1 = 1

But you can probably dodge it.
I'm assuming it is still on the wall.


Dice Rolls | Tactical

The Rock Face is my template, so go by that. 10'

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Totally forgot to move Amarok yesterday, I should be next to the where the death worm was, so just behind Xull. Could someone move me please?

Seeing the vile creature darting down the rockface and fearing the awesome destruction it could reap upon his friends, the serene monk taps once more into the Ruby sage's power, giving him the chance to loose a shot with much greater accuracy than normal.

swift action for fleet charge, I am also confused with with the 3d combat as its early, I eill move to be within 30' for point blank.

moving to within his effective range and puts all his might and precision into the shot, letting fly.

Longbow, deadly aim, magic, cold iron, pbs, FC, -wind no dr: 1d20 + 7 + 1 + 3 - 2 ⇒ (12) + 7 + 1 + 3 - 2 = 21 for damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14

With the sudden rush of mythic energies leaving him he launches two more.

Flurry, deadly aim, pbs,-wind: 1d20 + 6 + 1 - 2 ⇒ (9) + 6 + 1 - 2 = 14 for damage: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Flurry, deadly aim, pbs,-wind: 1d20 + 6 + 1 - 2 ⇒ (10) + 6 + 1 - 2 = 15 for damage: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12

The Exchange

Male Human (Shoanti) Level 5, #-3

If it's 10ft off the ground and near enough to provoke from Korasu... it is within Xûll's reach and the readied action should go off. For Xûll's current top-down position, see the tactical. The top-down view has Xûll's current position on the left. The enlarged Xûll on the right is a hypothetical to show a where the threat areas would overlap.

Also, if Xûll doesn't know its reach, it definitely doesn't know Xûll's (with his extendo-arms) and probably wouldn't be scared to get within 10ft of me.

Either way, I await Toorin's decision on the enlarge. He goes before me, and that may or may not trigger my readied action in round 2.


Dice Rolls | Tactical

It also moved laterally. It does not know your reach, but it is also not going to climb down on top of you. It provoked from Korasu because it moved more than a 5-foot step. Behir's total movement - down 10' and east 15'. Xull is in Round 3, as its movement did not trigger your ready action.

For the record, it is trying to do something tactically that is written, and coming straight down on Xull would not 'fit' that.

Toorin is on the bot clock, 11:30 AM, if needed I will roll for him, and then he will be on delay: 1=Xull; 2=Warpac since he discussed both.

The Exchange

Male Human (Shoanti) Level 5, #-3

Okay, I've updated the vertical cutaway on the so the enlarge wouldn't trigger the ready in round 2 (because the behir would have been in threat range in its previous position). The enlarge will determine if this is a 5ft step or 10ft of (potentially threat-provoking movement or not), but I can post the conditional.

"You'll not escape us that easily, coward!" Xûll cries as he moves across and hacks out at the Behir for all he's worth.

+1 adamantine Nodachi, reckless power attack: 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24
Not enlarged: Damage, reckless: 1d10 + 11 + 9 ⇒ (8) + 11 + 9 = 28
Enlarged: Damage, reckless: 2d8 + 13 + 9 ⇒ (1, 8) + 13 + 9 = 31

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

The last thing I want to do here is add more confusion to this 3D combat. Since the creature is 10' off the ground, I am going to assume that I can charge and reach him with my reach weapon by being underneath. If that isn't the case, then Pooka will just delay until the thing reaches the ground and he can charge him.

Pooka spurs Luna into action when the creature finally gets close to the base of the cliff. Dog and rider streak across the desert sands, turning gradually to line up their angle of attack straight on. For once, the halfling cavalier keeps his lance tip angled up, ready to use his powerful legs to thrust its deadly tip up and into the gigantic creature.

Charge, Power Attack: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30 for PA Charging damage, +1 cold iron: 3d6 + 33 ⇒ (1, 1, 6) + 33 = 41

The Exchange

Male Human (Shoanti) Level 5, #-3

Normally that would be a dubious charge, but you have ride-by-attack (as well as other feats) and so it should be perfectly fine. You are a 5ft square, your lance has 10ft reach and so you can threaten his lower 5ft portion. Just my 2 cents.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I'm still waiting on the enlarge results. If I am enlarged I will get a melee attack. Otherwise - not.

Also, the way the image is shown right now it looks like part of it is on the wall and part of it is not. Should the image be twisted 45 degrees so all of it is on the wall? If part of it is on the ground I could get an attack even if not enlarged.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

I moved Amarok to 25' south of the cliff, which should make the Behir within 30', accounting for the extra distance shooting up 15'.

As Toorin finishes his casting, he directs the arcane energies at Xûll. The bloodrager grows to twice his normal height and eight times his normal weight.

Then he steps close enough that the descending creature is in range of a snowball attack, using the mythic powers at his disposal to cast the spell at a higher level than he normally would be able to cast it and preserving the version he prepared this morning.

"Nix Chisanu Mira," he states boldly, his words having a faint overtone of the winds of winter. A gleaming sphere of snow and ice coalesces in his hand in a fog of white vapor. He hurls it at the creature's huge flank.

Ranged Touch: 1d20 + 3 ⇒ (8) + 3 = 11
Cold damage, CL 4: 4d6 ⇒ (6, 5, 5, 4) = 20

The Exchange

Male Human (Shoanti) Level 5, #-3

Thanks for the enlarge. That's 31 damage from Xûll then. If the hit fails, I'll add 1d6+1 to the attack roll (best of two 1d6+1s).

... and wow, great damage, poor hit rolls! Eep. Just as well it's still climbing and denied its dex to AC... it may even hit!


Dice Rolls | Tactical

The Pathfinders, using many of their new found powers, make the behir's decent horrific. The tnegu, able to bite into the beast last time, is unable to sink his beak into the behir's flesh this time.

Amarok's first arrow is dead on, but a wind gust ever so slightly pushes it off course. His other arrows fly wide of the mark, all striking the rock face.

Xull moves forward and slices into one of its eight legs.

Climb check: 1d20 + 14 ⇒ (16) + 14 = 30

Shortly there after, Pooka and Luna charge past it skewering it in the side with his lance.

Climb check: 1d20 + 14 ⇒ (2) + 14 = 16

The behir slips off the wall and falls to the rocky ground.

Falling damage: 1d6 ⇒ 4

Though both Pathfinders hit, their hits seem to lack the full power that they thought their blows would deliver.

Up next: Round 3: Warpac; Round 2 Toorin

Combat Table:

Combat Table - Round 3/2
Active Conditions: Xull - shield DR/Mythic; Warpac DR/Mythic Bull's Strength; Divine Favor; behir prone
Global Conditions: Strong Winds

  • Korasu <=
  • Warpac <=
  • Xull <=
  • ? <=
  • Amarok <= [/ooc ]
  • [ooc]Pooka/Luna <=
  • Toorin <=

Current Conditions: Korasu -9 & 2 CON damage; Toorin -9 & 1 CON damage; Warpac -3, Xull -9

CRB Strong Winds wrote:
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

The Exchange

Male Human (Shoanti) Level 5, #-3

Toorin posted an action (above).


Dice Rolls | Tactical

Ninja'd

Ok applying Xull enlarged damage.

Toorin conjures a snowball in the desert and flings it at the behir.

Ok, so snowball has a fort save associated with it, please include the type of save and DC. Also did you account for firing into meele? Both Xull and Pooka are engaged with it.

Fort Save: 1d20 + 12 ⇒ (8) + 12 = 20

Up next: Round 3: Warpac

Combat Table:

Combat Table - Round 3/2
Active Conditions: Xull - shield DR/Mythic; Warpac DR/Mythic Bull's Strength; Divine Favor; behir prone
Global Conditions: Strong Winds

  • Korasu <=
  • Warpac <=
  • Xull <=
  • ? <=
  • Amarok <= [/ooc ]
  • [ooc]Pooka/Luna <=
  • Toorin <=

Current Conditions: Korasu -9 & 2 CON damage; Toorin -9 & 1 CON damage; Warpac -3, Xull -9

CRB Strong Winds wrote:
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

The Exchange

Male Human (Shoanti) Level 5, #-3

Xûll's engaged it after Toorin's action and it is 3 size categories larger than Pooka so should be no penalty. Also, it'll be more than 10ft from Xûll (who has 15ft reach) anyway. Also, not sure where Pooka's charge ended, but he may not be next to it.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Warpac makes a full move, probably provoking an attack of opportunity, but finally arrives. Desperate to get at least one blow in he channels his mythic Amazing Initiative power to get in a shot. Before delivering his blow he activates his sacred weapon as a swift action to grant it the viscious ability.

Power Attack with +1 Waraxe: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d10 + 12 ⇒ (4) + 12 = 16 plus 2d6 viscious: 2d6 ⇒ (5, 6) = 11
for a total of 38 points of damage.

This does however deal backlash damage to Warpac in the form of 1d6 viscious damage: 1d6 ⇒ 6

I will edit my stats after my meeting.


Dice Rolls | Tactical

Rechecking the int order, Toorin would have cast before Pooka engaged the behir, so no -4 penalty.

Toorin's snowball flies through the air and hit the behir square in the chest. It almost instantly melts seemingly ineffective against the beast.

To make life easier for everyone, I have placed the behir on the ground.

Warpac boldly strides up to the prone beast. Before he can reach it, and swing with his axe, the behir bites out.

Bite, prone: 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Bite damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11

My awesome rolls continue it seems.

Warpac is able to turn the bite aside and move in and bury his axe deep within the beast.

Knowing almost all is lost, the behir once again inhales deeply. Opening its serpentine mouth, it issues for another stream of electricity at Pooka and Xull.

Recharged with off screen roll

Breath Weapon, electricity: 7d6 ⇒ (4, 3, 4, 3, 4, 2, 3) = 23

Luna Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
Pooka Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Xull Reflex: 1d20 + 3 ⇒ (19) + 3 = 22

Luna Reflex, reroll: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Pooka Reflex, reroll: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28

Sadly, the trusty canine takes the full brunt of the bolt as she cannot get out of the way Pooka do you have a skill or something, ride check? Can't remember.

Pooka and Xull are able to shift mitigating some of the damage. 1/2 and DR 1 + Electricity 5 - right? I think 5 damage.

Up next: Everyone

Combat Table:

Combat Table - Round 3/2
Active Conditions: Xull - shield DR 1/Epic; Warpac DR 1/Epic Bull's Strength; Divine Favor
Global Conditions: Strong Winds

  • Korasu <=
  • Warpac <=
  • Xull <=
  • ? <=
  • Amarok <= [/ooc ]
  • [ooc]Pooka/Luna <=
  • Toorin <=

Current Conditions: Korasu -9 & 2 CON damage; Toorin -9 & 1 CON damage; Warpac -3, Xull -14; Luna -23; Pooka -5

CRB Strong Winds wrote:
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

The Exchange

Male Human (Shoanti) Level 5, #-3

I don't think the DR applies to energy damage. Should be 6 damage. That's what I'm taking it as anyway.

This is where we find out if it has reach 15ft or not!

Xûll takes the electrical blow with a smile on his lips. He wants the creature to know just how ineffectual its last effort was. The massive man moves around the edge of where he thinks the thing's spindly legs and hacks into the beast it with all his might. To get to where he is on the tactical, Xûll got within 15', but never within 10'. If it has 15' reach+, it gets an AoO.

+1 Enlarged adamantine nodachi, reckless power attack: 1d20 + 13 - 3 ⇒ (4) + 13 - 3 = 14
Enlarged damage, reckless power attack: 2d8 + 13 + 9 ⇒ (1, 3) + 13 + 9 = 26

Calling upon the reservoir of power bestowed upon him by the jeweled sages, Xûll manages to strike again! -- 1 mythic point spent, amazing initiative (free action) to get another standard action.

+1 Enlarged adamantine nodachi, reckless power attack: 1d20 + 13 - 3 ⇒ (18) + 13 - 3 = 28
Enlarged damage, reckless power attack: 2d8 + 13 + 9 ⇒ (3, 8) + 13 + 9 = 33

Crit confirm: 1d20 + 13 - 3 ⇒ (7) + 13 - 3 = 17
Extra crit damage: 2d8 + 13 + 9 ⇒ (4, 3) + 13 + 9 = 29

62 damage from that hit if the crit confirms... and it needs to make a DC 18 fortitude save or be staggered from my bloodrager's staggering strike (su) bloodline power (that I continually forget about).

If that fails to confirm:
Spending an additional mythic point for a surge (immediate action) to get 1d6 + 1 ⇒ (2) + 1 = 3 1d6 + 1 ⇒ (5) + 1 = 6 extra on that to-hit roll for a total of 23 to confirm the crit.


Dice Rolls | Tactical

That will do it

With a mighty blow, Xull decapitates the behir. It's lifeless stump bleeds out into the surrounding sands.

Please let me know how you heal up, not too much damage, but still. Lots of rolls and such, so going to blast through this.

The behir slain, the Pathfinders once again pick up the thief's tracks. The trail descends among many red sandstone arches and hoodoos as the afternoon sun heats the rock formations to baking temperatures. Periodically, the Pathfinders find signs of Kafar and Nefti’s passage, such as a discarded bottle, footprint, or shred of cloth. As the afternoon heat abates, the you all begin to ascend taller peaks

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. .

Let me know if you have a problem with resting. No penalty for resting so I assume that you do.

Deciding to rest the Pathfinders bed down for the night.

Getting an early start, Warpac gently nudges Korasu awake. Gathering gear and checking supplies, they start off at a brisk pace. The group watches the beautiful desert sunrise while entering the plateau. Deep reds and vibrant oranges blur with the desert colors so the entire horizon looks as if it is one large painting.

The open valley offers an unobstructed view of the region, and you all spot a campsite on a mountain
nearby, and the wisps of smoke of a campfire is clearly visible just a few miles away. The signal soon disappears, but it is enough to confirm that you are on the right path.

To reach the campsite, the Pathfinder will have to brave some rigorous and dangerous climbing conditions.

Core wrote:

Low Peak or High Pass (5,000 to 15,000 feet): Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. All nonacclimated

creatures labor to breathe in the thin air at this altitude. Characters must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued. The fatigue ends when the character descends to an altitude with more air. Acclimated characters do not have to attempt the Fortitude save.

Fortitude Rolls, DC 15:

Amarok Fortitude: 1d20 + 5 ⇒ (5) + 5 = 10
Korasu Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22
Luna Fortitude: 1d20 + 9 ⇒ (12) + 9 = 21
Pooka Fortitude: 1d20 + 9 ⇒ (14) + 9 = 23
Toorin Fortitude: 1d20 + 1 ⇒ (4) + 1 = 5
Xull Fortitude: 1d20 + 8 ⇒ (13) + 8 = 21
Warpac Fortitude: 1d20 + 8 ⇒ (7) + 8 = 15 +2 poison, spells, and spell like abilities

When you reach the campsite over an hour later, you find a recently extinguished fire, bloodied bandages, and fresh tracks.

After an inspection of the bandages, you can find thin, glassy worms caught in the gauze.

Knowledge (dungeoneering) DC 20:
You can identify these as the larvae transmitted by an akata’s bite—the same larvae that create void zombies.

Leaving the campsite, the Pathfinders follow a trail down the mountain, returning to a low pass altitude zone more comfortable place. The air thicker, tyour breathing less labored, all the Pathfinders take advantage of the conditions by taking in more oxygen and recovering from their ordeal. Anyone that was fatigued returns to normal.

The narrow and sinuous path down the mountain limits visibility. Once you reach the base; however, you spot your quarry just as you reach the end of the trail. They seem to be headed towards a large structure that must be the Sanctum of Sages!

Check the discussion thread, time for a CHASE SCENE!

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Warpac will use a charge from his wand of cure light wounds, gaining a +2 bonus from the fey foundling feat.
CLW: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11

That'll do just fine. He is fully healed.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Couple of bookkeeping notes - Pooka can make a ride check once per round to negate an attack on Luna that hits. If his ride check is greater than the attack roll, it negates the hit. No effect on the Behir's lightning attack, unfortunately, since their isn't an attack roll to negate.

So if we are going to rest, Pooka can recover the 5 or 6 hp he took from the Behir’s electrical blast. (I think he can recover fully due to the Mythic template anyways, even if it was more) Luna doesn’t have the mythic ability to recover all of her hit points, so I would need to roll for her anyways. 23 damage to heal total.

CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7 20 of 23 needed, the nights rest should take care of the ... rest.

Pooka calms his quickened heart rate once Xull expertly chops the head off of the monstrosity. Without hesitating he drops from his saddle to check on Luna after she took the brunt of the blast. Pulling out his wand of healing, he yells for Warpac to come give him a hand. Once the dwarf has completed the healing, Luna licks his hand and nuzzles against his bearded face, saving one last lick for his cheek, which manages to leave a trail of slobber up his sideburns.

”Yea, sorry about that. Heh.” Pooka chuckles, pulling Luna’s reins away to prevent her from dropping more slobber on the warpriest of Desna.

Chase scene post in next post. Glad I typed this offline first, since I got the goblins.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Toorin drinks his Cure Light Wounds extract to take the edge off his wounds.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

That brings him back up to max.

The Exchange

Male Human (Shoanti) Level 5, #-3

Don't we all have mythic recuperation? Bedding down for the night should cover it for each one of us without the need for those wands. If not...

Xûll allows a foul, black, tar-like substance to pour forth from his wand and cover his body. It exudes an infernal sulfurous smell, but his wounds begin to knit up.

2 charges of my infernal healing wand, 10 hp over 10 rounds each charge.

"Anyone else want a go of my Chelaxian happy stick?" Xûll asks, his friendly smile belying the pure evil crawling over his body.

Woo! Chase!

Xûll calls out, "Stop!" knowing full well that they won't. With a hoot and a holler, he trundles off down the path as fast as he can.

I'm assuming regular chase rules here. My 40ft movement should give me +2 on my checks, so please remove +2 from each if I'm wrong.

Erm, we choose one of these, right? Assuming we don't roll both.

Running with my best friends:

High Ground!
Perception, DC 22 : 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 -- There they are!

Steep Slope
Climb, DC 17 : 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 -- Grab and drop

Narrow Pass
Strength, DC 17: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 -- Break Free

Cliff's Edge
Climb, DC 19 : 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 -- Natural Handholds

Crack in the Mountain
Against the odds, baby! -- Squeeze Through

Quicksand Patch
Survival, DC 18: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 -- Spot it first

Natural Bridge
Against the odds, baby! -- Kafar's Marbles

Illusionary Wall
Against the odds, baby! -- Trust the tracks

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Knowledge (Dungeoneering), Investigator bonus: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (5) = 25

Toorin keeps his comments to a minimum for the arduous trek through the mountains, but he continues to be impressed with how dramatic and colorful the landscape is as well as how it changes with the changing light. At night, the stars seem more numerous than he has even seen, glinting and sparkling in the welcome cool.

The high mountain air takes its toll for a while, but Toorin manages to keep up. When the group inspects a campsite recently abandoned by the thieves, Toorin's attention is caught by something glistening and wriggling in one of the bloody bandages. "I think these worms are a nasty parasite. These are probably from the Arcata, whose bite can infect a victim with a worm that can turn the host into void zombie. They move faster than most zombies and the creature infecting their brains has a tail that sometimes sticks out of the mouth, looking like a forked tongue. Did anyone get bitten by that arcata we fought?"

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Running with my best Friends:

High Ground!
Perception, DC 22: 1d20 + 7 ⇒ (4) + 7 = 11 -- There they are!

Steep Slope
Climb, DC 17: 1d20 + 1 ⇒ (1) + 1 = 2 -- Grab and drop

Narrow Pass
Strength, DC 17: 1d20 + 3 ⇒ (18) + 3 = 21 -- Break Free

Cliff's Edge
AGAINST THE ODDS -- Natural Handholds
The ioun stone whirling madly about his head, Warpac grasps starknives in both hands while stashing his shield and axe away. Plunging the firmly gripped unnatural pitons in various crevices he weaves his way along the cliff like some kind of bizarre monkey.

Crack in the Mountain
Strength, DC 20: 1d20 + 3 ⇒ (3) + 3 = 6 -- Brute Force

Quicksand Patch
Survival, DC 18: 1d20 + 7 ⇒ (1) + 7 = 8 -- Spot it first

Natural Bridge
Will, DC 18: 1d20 + 8 ⇒ (20) + 8 = 28 +2 vs. spell or spell-like -- Nefti's Enchantment
CLEAR THE PATH - Had to do it with a roll of 30!
Warpac immediately realizes that an illusion is hiding the bridge and in a burst of intuition pulls a smidgeon of the sand he got from the ritual of stardust. Calling on a blessing from Desna he sprinkles it into the eyes of those that remain confused by the illusion. Though not exactly meant for purpose, and normally not enough sand to make a difference, his mythic bond with Desna somehow grants the sand the extra power to cut through the delusion.

Illusionary Wall
Will, DC 18: 1d20 + 8 ⇒ (11) + 8 = 19 +2 vs. spell or spell-like -- It's not real!

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

I've been expecting some kind of description of what the situation is rather just a couple of skill rolls and DC's. Is that coming? It kind of goes with the expectation that we players do more than just give a skill roll but rather give some role playing context and flavor. Also are we expected to do all 8 in one go or do we wait to find the results of the first before doing the second? It would be more enjoyable to role play each step than just make some rolls and wait for a summary, although that's what I'll do if that's the plan.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Running with my best friends:

High Ground!
Perception, DC 22 : 1d20 + 14 ⇒ (16) + 14 = 30 -- There they are!

Steep Slope
Climb, DC 17 : 1d20 + 11 ⇒ (9) + 11 = 20 -- Grab and drop

Narrow Pass
Reflex Save, DC 17: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (5) = 20 -- Evade Using Surge

Cliff's Edge
Acrobatics, DC 17 : 1d20 + 12 ⇒ (11) + 12 = 23 -- Narrow Surface

Crack in the Mountain
Escape Artist, DC 22 : 1d20 + 8 ⇒ (16) + 8 = 24 -- Squeeze Through

Quicksand Patch
Against the Odds -- Spot it first

Natural Bridge
Reflex, DC 18 : 1d20 + 10 ⇒ (8) + 10 = 18 -- Kafar's Marbles

Illusionary Wall
Against the Odds-- Trust the tracks

Korasu's keen eyes pick out the fleeing foes, and the chase begins in earnest! Yet as he runs, his shadowy form flicking in and out of visibility appears to pick up a host of black ravens, illusory harbingers of Vengeance!

Nimbly he scales the cliff wall, little flecks of shadowy ravens illuminating the path he takes for the others to follow. He spins through the narrow opening, not hesitating a moment as he runs recklessly along the cliff wall. Again, the ravens that trail him call out the most treacherous of locations for his pursuing party!

He literally flies through the mountain crevasse narrowly avoiding the quicksand and marbles that would slow him, before he sees a massive wall ahead of his path! Calmly he runs straight through the wall, thinking to himself, You cannot evade the Avatar of Vengeance

Scarab Sages

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Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.
Toorin wrote:
I've been expecting some kind of description of what the situation is rather just a couple of skill rolls and DC's. Is that coming? It kind of goes with the expectation that we players do more than just give a skill roll but rather give some role playing context and flavor. Also are we expected to do all 8 in one go or do we wait to find the results of the first before doing the second? It would be more enjoyable to role play each step than just make some rolls and wait for a summary, although that's what I'll do if that's the plan.

I interjected my own roleplaying reactions to each situation to add some flavor. I think this format probably works for the best to keep a "chase" seem action packed, rather than a week long slog. But we can discuss it in the discussion thread ;)

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

”Oh we’re gonna get ‘em now, aren’t we girl.” Pooka smiles as he hops in the saddle. They would have to be possessed of amazing speed like his friend Haafiz, whom he met destroying a slave ring not too long ago, in order to outrun Luna now. ”Get their scent girl. We’re going to run until we catch them.”

Pooka focuses on the visions of the threads of time, the sight given to him by the ruby sage. He sees where he can take shortcuts, negating the pull of his armor, making it feel as light as a feather and as supple as a soft cotton shirt. Spending a Mythic point to gain Implacable Pursuer for the duration of the chase. I am also going to make some assumptions that Pooka needs to dismount to cross certain barriers, but in general would be mounted at all possible times. This way it doesn’t get confusing about whether I should logically be using Luna’s skill modifiers or Pooka’s. It is a chase scene for the PCs, so it only makes sense that Pooka makes the checks.

Running with my best friends:

High Ground!

Pooka urges Luna into action, and his mount cannot be more eager to respond. Like an arrow shot from Amarok's bow, dog and rider rocket forward, getting a jump before their quarry even know they are hot on their trail.
Initiative, DC 18 : 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23 -- Quick before they spot us!

"C'mon girl! Jump!" Pooka urges once again. They get close to the slope and the halfling decides to put his full plate to good use. He spins and slides from his saddle just as Luna is about to dip into her descent. He slides and bumps along on his back, the armor taking the brunt of the roots and stones that would otherwise pummel his backside. Luna beats him down to the bottom, where he slides right into her saddle again, running forward on flat ground again as if they had never missed a beat.

Behind him the slope has been beaten and patted down to create almost a gentle, hard packed decline as each bump and chatter that Pooka felt created a rippling effect behind him.
Steep Slope
Climb, DC 17 : 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 -- Grab and drop

Seeing the narrow opening in front of them, Pooka pulls his feet from Luna's stirrups, jumping up to stand on the saddle. He turns sideways to keep himself skinny as the dog blasts through the space. Sparks fly from the back of his armor while his nose rubs on the stone in front of him, the two barely make it through.
Narrow Pass
Reflex Save, DC 17: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 -- Evade

The mythic powers that were bestowed on the halfling once again exude from his essense, turning his armor into a ghostly apparition around him. He kicks his feet into natural holes on the cliff, reaching for roots and other protruding rocks, scaling the cliff with ease. Luna grumbles in her harness, attached to his back, but it isn't long before they get to another flat spot where the dog can use her own feet, and carry her beloved master.
Cliff's Edge
Climb, DC 19 : 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 -- Natural Handholds

Rushing towards the crack, Pooka begins to growl. Luna's hackles stand up, and her growl begins to hum in harmony with her master's. Just as they reach the crack, Pooka shouts with all the passion he can muster from the depths of his soul, flexing his shoulders and leaning into the crack as dog and rider charge without slowing.

Behind them they leave a halfling and dog shaped hole in the mountainside.
Crack in the Mountain
Strength, DC 20: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 -- Brute Force

By this point, Pooka is getting cocky. He sees a wide open field in front of him, and urges Luna to sprint all out. Unfortunatly, he doesn't see the muck and mire in front of him, and the two barely swim out, now covered in disgusting, slimy sand.
Quicksand Patch
Survival, DC 18: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 -- Spot it first

"We got this girl, just like the caltrops!" Pooka encourages Luna as he sees the bridge covered with the marbles. Alas, his guidance is miscalculated, and Luna's hind legs slide out from underneath her, nearly knocking Pooka off the saddle. He quickly decides to slow her down, to avoid risking injury as they pick their way across the bridge.
Natural Bridge
Reflex, DC 18 : 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 -- Kafar's Marbles

Finally, a wall he hadn't noticed before separates him and his quarry. Pooka pulls hard on Luna's reins, stopping short. "Dammit! So close girl! Let's see if the others find a way around..." He looks to his left and right to see how his comrades have fared.
Illusionary Wall
Will, DC 18: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 -- It's not real!

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Toorin senses the group is going to make a mad dash down over the steep slopes, something he is not well equiped to do. His surge of powers gave him an instant realization of how magic could enhance his climbing ability with a few bodily transmutations. He made a few motions with his arms, said some words he had never spoken before, and his fingers elongated, with webbing between his fingers, and his knees became double jointed. Then he set off with the others, saying, "Don't wait for me. I'm not very good at this kind of thing."

Running with my best friends:

Toorin's sharp eyes spot the Aspis agents far below. He points them out to the others.

High Ground!
Perception, DC 22 : 1d20 + 7 ⇒ (15) + 7 = 22 -- There they are!

With his transmuted arms and legs, the scramble down the slope went by with dizzying speed and a few close calls.

Steep Slope
Climb, Monkey Fish, DC 17 : 1d20 + 3 + 8 ⇒ (16) + 3 + 8 = 27 -- Grab and drop

Just as he was thinking he might keep up with everybody, his way was blocked with a huge boulder. He tried to push it aside, but it would not budge.

Not sure what the consequences are of failing, so I'm not sure how to narrate this.

Narrow Pass
Strength, DC 17: 1d20 + 2 ⇒ (1) + 2 = 3 -- Break Free

Getting past this point again was made easy with his transformed limbs.

Cliff's Edge
Climb, Monkey Fish, DC 19 : 1d20 + 3 + 8 ⇒ (10) + 3 + 8 = 21 -- Natural Handholds

Here he could either try to wriggle through or force a wider opening. His strength was not sufficient, however.

Crack in the Mountain
Strength, DC 20: 1d20 + 2 ⇒ (8) + 2 = 10 -- Brute Force

The patch of quicksand was relatively easy to navigate by falling forward and letting swimming strokes pull him forward and break his feet free of the muck.

Quicksand Patch
Swim, Monkey Fish, DC 19: 1d20 + 2 + 8 ⇒ (14) + 2 + 8 = 24 -- Get out of there

Nefti tried to foil pursuit with some magical trap to cloud his mind, but Toorin was focused at this point and shook it off.

Natural Bridge
Will, DC 18: 1d20 + 5 ⇒ (20) + 5 = 25 -- Nefti's Enchantment

He felt sure the wall blocking his path had not been there when he was looking down on the scene a minute before. So although he was certain the wall in front of him was an illusion, it did not yield to a concerted mental effort to get past it.

Illusionary Wall
Will, DC 18: 1d20 + 5 ⇒ (8) + 5 = 13 -- It's not real!

Hope this is what you were expecting.


Dice Rolls | Tactical

Amarok - you still here? Need your rolls/description. Don't quit on us now!


Dice Rolls | Tactical

Rolls: 12d20 ⇒ (11, 17, 8, 10, 16, 18, 10, 5, 13, 8, 20, 5) = 141

So some of the Pathfinders spent some Mythic Points to assist the rest of you. Xull - Cliff's edge;
Pooka -Steep Slope ; Korasu - Crack in the Mountain; Warpac - Natural Bridge

The prey within sight, the Pathfinders instantly mobilize from the butte. Pooka spurs Luna into action will the others follow them to a naturally sloping trail to the valley floor. Warpac is momentarily left standing there, not understanding that they have spotted the thieves. He charges with the rest, yelling, "Why are we running!??!?"

Once they reach the edge of the butte, the Pathfinders can see Pooka leaning low over Luna as they have chosen a perfect route. Traversing the pebbly game trail, they make excellent time. Off in the distance Kafar and Nefti can see the dust cloud forming behind the swiftly moving Pathfinders. They turn tail and begin heading towards the beautifully carved door of the Sanctum of Sages.

The winding path narrows as it curved back towards itself. Looking left and right, the Pathfinders silently speed up or slow down, deferring or accelerating, to travel single file through while still maintaining their speed. Except Toorin, who speeds up when he should slow down. Bouncing off the shoulder of Warpac he careens into the rock face, and falls a bit behind.

As the ground straightens and levels out, Pooka tries to spur Luna on faster and does not realize that there is a patch of quick sand in front of him. Pulling hard on the reigns, he tries to stop her, but not in time. Her front paws sink to the first backward joint before he can hop off and pull her back. Korasu easily spots it and jumps on the rock face next to the pool. He thrusts his legs against the solid surface and pushes himself past the quicksand's edge. Toorin makes up some ground as Xull helps Pooka. Warpac, determined not to fall more behind doesn't realize what all the waiting is and plunges into the quick sand. As ropes are tossed, Korasu glances back and wavers between helping or continuing on.

Finally disgorging themselves from the water earth mixture, the Pathfinders are back on the trail and gaining ground. Korasu can see where the thieves passed this part of the trail, and shows the rest of the Pathfinders how to leap sideways through the narrowing crack. Leaving behind some oily feathers, the slickened rocks prove less of a challenge for the remainder of the party.

Reaching a short climb, Warpac pulls out his starknives to assist his ascent, while Xull trails knotted ropes to help those less able to nimbly climb the rock face. At the apex, they all look down and can see the thieves holding an upended bag. They all redouble their effort and easily avoid the hazard placed by the thieves. Losing valuable time in attempting to lay traps on the path, the thieves drop supplies to lighten their load and sprint towards the gates. Warpac shouts that he sees a switchback that can cut off their escape. Following the dwarf's advice, they all scamper ahead. The Pathfinders emerge in a natural bend cutting the thieves off.

Seeing that they cannot hope to reach the Sanctum of Sages, the thieves turn to face the upcoming Pathfinders.

Xull 1 MP; Korasu 1 MP; Pooka 2 MP; Warpac 1 MP


Dice Rolls | Tactical

Map updated

Initiative Rolls:

Amarok Initiative: 1d20 + 9 ⇒ (2) + 9 = 11
Korasu Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Pooka/Luna Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Toorin Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Xull Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Warpac Initiative: 1d20 + 4 ⇒ (12) + 4 = 16+2 when underground
Kafar Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Nefti Initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Up next: Korasu & Toorin

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions:

  • Korasu <=
  • Toorin <=
  • Nefti <=
  • Xull <=
  • Warpac <=
  • Kafar <=
  • Amarok <=
  • Pooka & Luna <=

Current Conditions:

The Exchange

Male Human (Shoanti) Level 5, #-3

Shouldn't that have cost me 2 MP? 1 for the illusory wall, 1 to 'clear the path' on the Cliff Edge?

Xûll rushes free of the wall, appreciating that the power coursing through his veins helped him to see the illusion for what it was. "Ha! Little thieves, caught at last!" he cries out, "Give up now and we won't hurt you, promise. Otherwise, we'll chase you to the ends of the world if need be."

Knowing exactly how this will go, Xûll grins savagely and reaches for his nodachi... a gift from the merchants of Tian Xia.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

If the Mage Armor spells have expired, Toorin will recast it from his wand on Amarok instead of casting snowball.

Toorin takes advantage of the slow reflexes of the enemy and steps west until he has a clear space over which to hurl another magic snowball, this one from his prepared spells. He gestures, holding out a hand expectantly, says "Nix Chisanu Mira," and waits a second as the pristine white sphere of snow and ice materializes in his open hand. Without delay, throws the snowball at Nefti.

Ranged Touch, flat-footed: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 2d6 ⇒ (6, 6) = 12
DC 15 Fortitude Save or be staggered for 1 round.

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Terribly sorry guys, Life is just way hectic atm and everything is slipping. This week should bring some stability for the finale! Doing the chase scene just in case.

Upon awaking from a night of quiet contemplation and meditating upon their path and the flow of power coursing through his veins, the monk awakes with the rising of the sun to find himself fully refreshed and stretches out, going through a few rudimentary poses and exercises whilst he awaits the readiness of his allies. The hike up the mountain path saps the air from his lungs, It would seem my monastic training is slipping, perhaps I should return once this over for a refresher he thinks to himself as he takes a breather at the campsite.

Moving on from the disturbing bandages, Amarok spots the two thieves as they begin to flee, his eyes flitting perceptively between the tracks they have left on the floor and the sight of them fleeing through the mountain passages. He calls upon all of his training and skill to ensure his swift passage through the various hazards in the groups route to destiny and the reclamation of the stolen age jewels.

Running with my best friends:

High Ground!
Perception, DC 22 : 1d20 + 12 ⇒ (10) + 12 = 22 -- There they are!

Steep Slope
Acrobatics, DC 19 : 1d20 + 11 ⇒ (17) + 11 = 28 -- Watch your footing

Narrow Pass
Reflex Save, DC 17: 1d20 + 5 ⇒ (9) + 5 = 14 -- Evade

Cliff's Edge
Acrobatics, DC 17 : 1d20 + 11 ⇒ (12) + 11 = 23 -- Narrow Surface

Crack in the Mountain
Strength, DC 20: 1d20 + 2 ⇒ (8) + 2 = 10 -- Brute Force

Quicksand Patch
Survival, DC 18: 1d20 + 13 ⇒ (20) + 13 = 33 -- Spot it first

Natural Bridge
Will, DC 18: 1d20 + 8 ⇒ (12) + 8 = 20 -- Nefti's Enchantment

Illusionary Wall
Survival, DC 22 : 1d20 + 13 ⇒ (18) + 13 = 31 -- Trust the tracks

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Just to make sure, that's the MP cost for the assist, or total MP cost for the chase?

Fueled by the adrenaline of the Chase, Korasu flies forward, fueled by mythic destiny! One strike, then another he brings his blade down on the luckless ex-Aspis

Attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d10 + 6 ⇒ (8) + 6 = 14
Sneak Attack damage?: 2d6 ⇒ (5, 2) = 7

If that fells Nefti, continue the move to the other. Otherwise, the second strike is on Nefti, moving to the purple marker.

Attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d10 + 6 ⇒ (9) + 6 = 15
Sneak Attack damage?: 2d6 ⇒ (4, 3) = 7


Dice Rolls | Tactical

Xull you never got to the illusionary wall because you caught them before.

Toorin this is a new day no one buffed or at least no one said they did/

Finally seeing their prey before them, Toorin cast his defensive magics. His elven body becomes wrapped in a shimmering case of protective magics.

The bold Tengu takes a different approach and strikes out at the thieves. He slashes with his curved blade, slicing into Nefti. The ex-Aspis man takes some sever damage, bleeding profusely from the two deep gashes in his chest, but remains on his feet.

Groaning, he steps back, he begins casting a spell. Suddenly 1d4 + 2 ⇒ (2) + 2 = 4 images appear.

Up next: Xull & Warpac

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions:

  • Korasu <=
  • Toorin <=
  • Nefti <=
  • Xull <=
  • Warpac <=
  • Kafar <=
  • Amarok <=
  • Pooka & Luna <=

Current Conditions:

The Exchange

Male Human (Shoanti) Level 5, #-3

"Amarok... with all those arrows you fire, I think you'd be best suited to pop a few of those!" Xûll smiles at the monk an instant before his expression turns to one of joyous anger (enter bloodrage, free action). Xûll stalks forwards, not in any particular hurry as his arms turn gorilla-like, stretching the tattoos that cover them in strange ways.

The Shoanti taps into the legendary power that was granted to him and the others, hacking twice at the bearded man in the turban. Racial profiling was never his thing, but with four extra images of Nefti, Kafar was definitely the minority presence here.

Nodachi vs Kafar #1, reckless power attack: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 18
Damage #1, reckless power attack: 1d10 + 11 + 9 ⇒ (3) + 11 + 9 = 23

Nodachi vs Kafar #2, reckless power attack: 1d20 + 13 - 3 ⇒ (18) + 13 - 3 = 28
Damage #1, reckless power attack: 1d10 + 11 + 9 ⇒ (4) + 11 + 9 = 24
Crit confirm: 1d20 + 13 - 3 ⇒ (6) + 13 - 3 = 16
Crit damage: 1d10 + 11 + 9 ⇒ (6) + 11 + 9 = 26

Not sure if any of that hits his flat-footed AC, but if it is 17-18, that's 47 damage. If he's 16 or less flat-footed, that's 73 damage. Otherwise, just 24 damage.


Dice Rolls | Tactical

Approaching the other thief, Xull slices with his nodachi. His first attempt misses the man, but his second attempt; however, is aimed right at the man's neck. Twisting at the last minute, the blow slices into his scalp covering his face with blood. Though also wounded, Kafar still stands.

Up next: Warpac

Combat Table:

Combat Table - Round 1
Active Conditions: Toorin Mage Armor
Global Conditions:

  • Korasu <=
  • Toorin <=
  • Nefti <=
  • Xull <=
  • Warpac <=
  • Kafar <=
  • Amarok <=
  • Pooka & Luna <=

Current Conditions:

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

"You have one chance to surrender, or we will cut you down! We know you tire of the Aspis' games. You can see the might of the Pathfinder society first hand. It is your choice whether or not that might is brought against you or beside you!" Pooka shouts as he prepares to launch Luna into another of their devestating charges.

Just in case they will surrender and make this easy... :) Though making another charge + mythic charge should make this easy as well...


Dice Rolls | Tactical

Soon. Very soon. But not yet.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Toorin would have cast the mage armor on Amarok before casting on himself, as indicated in the post above.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Warpac casts Bull Strength using a fervor to make it a swift action. He then charges, attempting to Bull Rush Nefti in order to give us more open spaces to attack from and cut off the retreat for Kafar. He has +5, +2 for improved bull rush, +2 for bull strength, +2 for relentless, and +2 for charge
Bull rush: 1d20 + 13 ⇒ (10) + 13 = 23

If that misses he will use a Mythic Surge to MAKE it work.
Surge 1: 1d6 + 1 ⇒ (1) + 1 = 2
Surge 2: 1d6 + 1 ⇒ (3) + 1 = 4

After which he will use the Amazing Initiative Mythic Power to gain an attack on Kafar.
Power Attack Dwarven Double Waraxe: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 1d10 + 8 + 2 ⇒ (7) + 8 + 2 = 17

Then cleaves on through to Nefti gaining a +1 due to the weapon bonus.
Power Attack Dwarven Double Waraxe: 1d20 + 6 + 2 + 1 ⇒ (19) + 6 + 2 + 1 = 28
Damage: 1d10 + 8 + 2 ⇒ (7) + 8 + 2 = 17

Note: That puts him at -4 AC due to the charge and cleave (assuming the 25 was good enough to hit Kafar).

"You should never have stopped running little thieves"


Dice Rolls | Tactical

My bad Toorin, fixed in my tables.

The intrepid dwarf decides to once again rely on his patroness' lucky blessing. Not sure which foe to tackle, Warpac aims for the middle hoping Desna gives him some insight.

Image, 1 real 5 possible: 1d5 ⇒ 1

Indeed, Desna smiles at him. Feeling his shoulder connect with a man rather then running through an image, Warpac pushes him back a few feet.

Not content to run the agents over, he then flashes out with his axe slicing into the thief.

Both agents bleeding profusely, they turn to the halfling, "We yield."

The men drop their weapons and raise their arms.

Combat over - that was quick.

The Exchange

Male Human (Shoanti) Level 5, #-3

"Excellent!" Xûll claps his massive hands together as he becomes more human again (and his player realizes he forgot to update his stats to 'Grood' mode), "You have no idea how many of your former comrades, and many of the other foes we face, refuse to accept the inevitability of our victory and go noisily - and messily - to their deaths. You have shown profound acumen in your surrender."

Xûll strolls over and begins riffling through their packs. "So, I'm sure you have a lot to tell us. Why don't you begin at the start. Why were you after this?"


Dice Rolls | Tactical

To help things along

The Pathfidner secure Kafar and Nefti and riffle through their belongins. They find:

  • potion of cure moderate wounds
  • potion of delay poison
  • potion of invisibility
  • scrolls of comprehend languages (2), acid (2
  • +1 studded leather
  • +1 human bane sap
  • mwk shortbow with 20 arrows
  • shortsword
    with false-bottomed scabbardUE,
  • cloak of resistance +1
  • ring of protection +1
  • 273 gp
  • potion of barkskin (CL6th)
  • potion of cure serious wounds
  • tanglefoot bag (3)
  • +1 mithral chain shirt
  • +1 sickle
  • mwk whip
  • darts (4)
  • cloak of resistance +2
  • ring of protection +1
  • blue whinnis poison (4 doses), & concentrated blue whinnis poison (1 dose)
  • formula book (contains all prepared extracts plus cat’s grace, comprehend languages, crafter’s fortuneAPG, disguise self, expeditious retreat, and heroism)
  • masterwork thieves’ tools
  • pocketed scarfUE
  • 23 gp

Perception Rolls:

Amarok Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Korasu Perception: 1d20 + 14 ⇒ (17) + 14 = 31 +15 vs traps
Luna Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Pooka Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Toorin Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Xull Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Warpac Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Upon a closer inspection, Korasu is able to find Kafar keeps ciphers in the pocketed scarf that he wears around his waist like a sash and Nefti carries a slightly different set of ciphers in the false bottom of his scabbard. They are most likely Aspis Consortium ciphers.

As Xull picks up the Topaz sage jewel, Kafar and Nefti give each other a silent look.

Xull:
You feel a warm sense of welcome from the jewel.

Karaf begins, "Why profit, of course. We already sold one."

Going back through their packs, the Pathfinders discover two terms of sale and a letter of credit worth 6,000 gp, all three signed by some buyer named Angvar Branmaz, and one is obviously a fake.

Kn Local DC 20:
Angvar Branmaz as one of Grandmaster Torch’s aliases.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
GM_TheBobJones wrote:
Angvar Branmaz as one of Grandmaster Torch’s aliases.

Why am I not surprised?

I would be interested in a ring of protection or cloak of resistance +1. The rest is not of personal interest to Warpac. I will yield to anyone else that wants these items though.

"Was the person you sold one to a very ugly scarred man that likes to bathe a lot by any chance?"

"Six-thousand," Warpac chuckles. "I suppose fencers must take a cut and cutie pie likes as large a slice as he can get."

Warpac has a smug smile on his face and chuckles some more, in obvious delight at the pun he just made.

The Exchange

Male Human (Shoanti) Level 5, #-3

Dude. You're supposed to make the knowledge rolls before you reveal the spoilers.

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