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

Game Master TheBobJones

Where on | Mythic Rules | Tactical


A Pathfinder Society Scenario designed for levels 3–7.

Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.

“Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly." All three chapters are intended to be played in order.

Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.

Written by Pedro Coelho, RPG Superstar 2013 finalist.

DRAMATIS PERSONAE:
Kafar and Nefti - Aspis agents that currently poses sage jewels

Locations:
Pillars of the Sun - where you believe the Aspis agents to be.
Diamond Sage - one of the Jeweled Sages.
Sanctum of the Sages - a hidden complex sacred to the sages

Objective
To recover the sage jewels from Kafar and Nefti.

Mythic Rules:
Mythic Rules Reference

The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Pick 2:
Exceptional Deeds: You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain two of the following abilities for the duration of the scenario so long as you have the Exceptional Deeds ability from the Mythic Power 1 Chronicle sheet.
Absorb Blow: As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 points (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Beast’s Fury: As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.
Fleet Charge: As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding 3 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Legendary Magic: As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Rally: As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Surprise Strike: As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add 3 to the attack roll. Damage from this attack bypasses damage reduction.

MARCHING ORDER
Warpac/Pooka
Xull/Korasu
Toorin/Amarok

GM ROLLS

Initiative Rolls:

[dice=Amarok Initiative]1d20+6[/dice]
[dice= Korasu Initiative]1d20+6[/dice]
[dice=Pooka/Luna Initiative]1d20+1[/dice]
[dice=Toorin Initiative]1d20+2[/dice]
[dice=Xull Initiative]1d20+1[/dice]
[dice=Warpac Initiative]1d20+1[/dice]

Perception Rolls:

[dice=Amarok Perception]1d20+11[/dice]
[dice=Korasu Perception]1d20+13[/dice] +14 vs traps
[dice=Luna Perception]1d20+5[/dice]
[dice=Pooka Perception]1d20+2[/dice]
[dice=Toorin Perception]d20+7[/dice]
[dice=Xull Perception]1d20+9[/dice]
[dice=Warpac Perception]1d20+6[/dice]

Fortitude Rolls:

[dice=Amarok Fortitude]1d20+5[/dice]
[dice=Korasu Fortitude]1d20+2[/dice]
[dice=Luna Fortitude]1d20+8[/dice]
[dice=Pooka Fortitude]1d20+7[/dice]
[dice=Toorin Fortitude]1d20[/dice]
[dice=Xull Fortitude]1d20+6[/dice]
[dice=Warpac Fortitude]1d20+9[/dice] +2 poison, spells, and spell like abilities

Reflex Rolls:

[dice=Amarok Reflex]1d20+5[/dice]
[dice=Korasu Reflex]1d20+9[/dice]
[dice=Luna Reflex]1d20+7[/dice]
[dice=Pooka Reflex]1d20+3[/dice]
[dice=Toorin Reflex]1d20+2[/dice]
[dice=Xull Reflex]1d20+3[/dice]
[dice=Warpac Reflex]1d20+4[/dice]+2 poison, spells, and spell like abilities

Will Rolls:

[dice=Amarok Will]1d20+7[/dice]
[dice=Korasu Will]1d20+3[/dice]
[dice=Luna Will]1d20+2[/dice]
[dice=Pooka Will]1d20+2[/dice]
[dice=Toorin Will]1d20+5[/dice]
[dice=Xull Will]1d20+3[/dice]
[dice=Warpac Will]1d20+9[/dice]+2 poison, spells, and spell like abilities

Sense Motive Rolls:

[dice=Amarok Sense Motive]1d20+12[/dice]
[dice=Korasu Sense Motive]1d20+4[/dice]
[dice=Pooka Sense Motive]1d20+4[/dice]
[dice=Toorin Sense Motive]1d20+5[/dice]
[dice=Xull Sense Motive]1d20+1[/dice]
[dice=Warpac Sense Motive]1d20+7[/dice]

Intimidate Rolls:

[dice=Amarok Intimidate]1d20-2[/dice]
[dice=Korasu Intimidate]1d20+2[/dice]
[dice=Pooka Intimidate]1d20+8[/dice]
[dice=Toorin Intimidate]1d20+5[/dice]
[dice=Xull Intimidate]1d20+9[/dice]
[dice=Warpac Intimidate]1d20-2[/dice]

Diplomacy Rolls:

[dice=Amarok Diplomacy]1d20-2[/dice]
[dice=Korasu Diplomacy]1d20+9[/dice] +13 when in social identity
[dice=Pooka Diplomacy]1d20+9[/dice]
[dice=Toorin Diplomacy]1d20+8[/dice]
[dice=Xull Diplomacy]1d20+10[/dice]
[dice=Warpac Diplomacy]1d20-2[/dice]