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"Holy ... all I can do is heal people ... I think mine's broke ...", says Ahn, shaking his mythic power.

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Well that was... something! :)
I messed up the opening round. The Behir (yep that is what it was) was supposed to pelt you guys with a rocks for a bit and dragger the death worm dead body to explode releasing a gas. So figure I should have done a few more points of damage to you all, then that would have happened.
As the party suddenly disappears from sight, the young and somewhat wounded Behir throws a bolder and jumps down into the valley. It dodges the clumsy throws of Ahna and Lhug giving the creature false confidence. Suddenly a blast of fiery heat nails the behir in the chest and without warning a falchion we idling mad-woman emerges from the dust. It looks as if she uses the heated air of the fireball to float in the sky as her weapon of death cleaves through the behir in one fell swoop.
Time seems to stop as the monstrous creature falls to the ground. Even the bustling wind seems to stop and take notice as a 4,000 pound ancient creature collides with the earth creating a dust storm that blinds everyone in the area.
The behir seems short on treasure, the desert an unlikely place to get rich. However she does wear a crown of swords on her finger like a ring.
You spend a few minutes to collect yourselves and take pride in your accomplishments... well Eadie's accomplishment. Following the slope of the valley floor, you can begin to pick up the trail of Kafar and Nefti. Here and there you find evidence of their passing, a footprint in the sand, a discarded water skin, some bloody bandages, etc. As the sun starts to set the air is at its hottest. The redstone arches are burning with heat. Endure Elements is still up, so you all are good.
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 with a background of the setting sun.
Not soon after the sun sets you can see the light of a fire in the distance. It doesn't say lit for long, and about an hour later you come across the campsite. The fire recently put out and the embers still hot and bloodied bandages lying in a heap new the fire.
Knowledge (dungeoneering) check
It is at this point you realize that you have climbed high into the mountains. The valley floor lies a few thousand feet below you.
This calls for a Fortitude save DC15 or fatigued.
Leaving the campsite you start to journey down the mountain into a low altitude pass. The path narrows and twists back and forth. Suddenly you turn the last corner of the path and realize that you have come to your destination, The Sanctum of Ages.
And your two operatives are only a few feet from you!
Ok, lots of narrative. A quick time for everyone to make some saves, heal up if needed, ask any questions you would normally ask at a regular RPG table, and cast certain spells if you like.

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does anyone actually need any healing? and someone who gets into combat more than Lore should wear that crown for the duration of the adventure.
fort save with surge: 1d20 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16

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Fort: 1d20 + 9 ⇒ (16) + 9 = 25
Because of the life link Ahn takes all of Lhug's damage. Ahn is down 24 ... what's our best healing option right now. I will save Lay on Hands for combat. I have a wand, but if we have low need no cost expendables I will go that way ...

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clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (2) + 1 = 3
there's 23 points of healing for you Ahn... 2 scrolls and 2 wand charges from Lore's wand...
Lore reads from a couple of scrolls to heal Ahn, then touches him twice with her cure wand.

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Well, that's not no cost, but thanks!
Oh ... and because of fey foundling that's actually ...
10, 7, 9 = 26 fully healed
So, one less scroll or wand.

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I enjoy your long narrative posts, DrGabe. So is it still night time on the first day?
“Ahn or Lhug, do you want the crown of swords?”
"Is it worthwhile using your Mythic recharge scroll, Ahn or should we wait to see what we encounter in the Sanctum of the Sages first?"
A thought strikes her. "Still no sign of Amenopheus. Maybe we'll find him in the Sanctum."
Knowledge (Dungeoneering): 1d20 + 5 ⇒ (12) + 5 = 17
Fortitude: 1d20 + 8 ⇒ (13) + 8 = 21
Upon spotting their quarry, Eadie says in a low voice to her companions. "Shall we try talking with them first? They did seem a bit disgruntled with the Aspis Consortium. Maybe they're injured and need our help?"

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Lhug lifts the head of the beast by it's tentacled whiskers with both hands to look it in the eye, "They certainly don't make these like they used to," dropping it unceremoniously with a loud plop.
*******
fort: 1d20 + 6 ⇒ (18) + 6 = 24
doesn't matter to me on ring. I rarely use immediate actions so it might be the better tactical choice

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And Ahn is all about the swift action lay on hands, so an immediate action would interfere, so Lhug over Ahn.

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Seeing the Pathfinders approach the temple, the two figures shout We have been followed, to the Temple!!
Its now a chase.
But first some Mythic Chase rules....
Against the Odds: Automatically succeed on one skill check or saving throw to overcome an obstacle. A PC must use this ability before attempting the skill check.
Clear the Path: When a PC exceeds the DC for the skill check or saving throw to overcome an obstacle, he removes all obstacles from that square. Have the player describe how his character punches handholds in a wall, smashes down a barrier, brushes away caltrops with the shockwave of his leap, or similarly defeats the obstacle in a mythic fashion.
Implacable Pursuer: For the duration of the chase, the PC ignores all armor check penalties and any reductions to his speed as a result of wearing armor.
And a refresher on the chase
rules.
PC's go first

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"Last one there pays my bar tab," he hisses as he springs towards the operatives. You realize he had been studying the steep slope and the narrow pass before springing into action. Sprinting down the slope and using his walking stick to alternately clear his path and steer as a rudder, he leaps and twists as he reaches the narrow pass turning his body to pass right through.

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Lore spots the path Lhug is making and skips along behind him in his swath.
perception: 1d20 + 12 ⇒ (10) + 12 = 22

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Clear the Path: When a PC exceeds the DC for the skill check or saving throw to overcome an obstacle, he removes all obstacles from that square. Have the player describe how his character punches handholds in a wall, smashes down a barrier, brushes away caltrops with the shockwave of his leap, or similarly defeats the obstacle in a mythic fashion.
I think i misread this, let me add a little more that should eliminate the two obstacles in the first part.
The path The Dragon took begins to rise in contrast and hue, a torrent of colors then erupt like butterflies showing a path through the intervening terrain. Images of dogs fighting, cities burning, Tien symbols, and a half dozen dancing girls rise from the path and animate in a sparkling display.

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We have been followed, to the Temple!!
Interested, Eadie calls out to them. “Oh yeah? By who?”
Similarly to Lhug, I’m going to try and move 3 cards. 50' base land speed gives Eadie +4 to her rolls.
Perception DC 20: 1d20 + 11 + 6 ⇒ (11) + 11 + 6 = 28
Initiative DC 16: 1d20 + 10 + 6 ⇒ (7) + 10 + 6 = 23
Eadie follows closely in the Dragon’s foot steps, observing all of the MYTHIC images that flow in his wake …
Ooh, a butterfly! Fido and Rover, break it up! Don’t think that’s Korvosa … More hieroglyphics … Is one of those girls Seoni???
EDIT: Didn't read the Impacable Pursuer ability properly, which eliminates ACP to movement, giving Eadie a 60' speed and thus +6 bonus to her rolls.

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I think they did clear the first three obstacles ... but in case ...
Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Seeing a chase is at hand, and that Ahn is not the best in these situations, when Lhug bolts, Ahn blindly matches his movements weaving, dodging and jumping to match Lhug's movements as if he were a tiny little shadow ... at one point Ahn even clings to Lhug's walking stick and is carried along. Quickly though Lhug out paces Ahn leaving him to struggle through the rest of this chase at the much slower pace of a gnome.
Ahn only makes it one card

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Lhug's ferocity translates into reality bringing contrasting images of butterflies, dancing girls, and mortals fighting. He moves through the Steep Slope and Narrow Pass using the images as stepping stones.
Lore uses the illumination that Lhug created and spots a clear path moving to the Steep Slope.
Eadie follows the dancing images and is able to make it through the Steep Slope and Narrow Pass without issue. Speaking of issues, she is sure that Lhug has many unresolved issues...
Ahna moves through the High Ground, following the others but the gnome is tentative in on the Steep Slope.
Both Nefti and Kafar work together to get through the quicksand.
Survival: 1d20 + 6 ⇒ (11) + 6 = 17
Swim: 1d20 + 3 ⇒ (20) + 3 = 23
Working together, they easily move through the Quicksand Patch and into the Crack in the Mountain.
Location: Lhug ( entered Quicksand Patch); Lore (entered Steep Slope); Eadie (entered Quicksand Patch); Ahna (entered Steep Slope)
Nefti & Kafar (entered into the Crack in the Mountain)

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Lore, disappointed that she cannot keep up with Lhug and Eadie, does her best to maneuver the steep slope, following the path that she saw Lhug and Eadie take, though their prior passage does nothing to make hers easier this time.
acrobatics: 1d20 ⇒ 19
Obviously, just following their footprints seems to help.

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swim. Auto succeeds but here's some dice: 1d20 + 17 ⇒ (11) + 17 = 28
survival. I will declare success before roll: 1d20 + 7 ⇒ (12) + 7 = 19
Lhug leaps from the images into a dive, having spotted the thinnest mire.
I don't begin to understand this but that looks like 3 spaces ending up in front of them.

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Eadie thinks about being separated from her Aunt, now a Petitioner in the First Vault … and confusing feelings about a particular paladin of Iomedae.
She is sure that Lhug has many unresolved issues ...
*sigh* Don’t we all.
Survival: 1d20 + 7 + 6 ⇒ (15) + 7 + 6 = 28
Swim “Against the Odds” I will declare success before the roll: 1d20 + 1 + 6 ⇒ (2) + 1 + 6 = 9
Going for 3 squares ahead again, DrGabe.

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Lore follows the footprints in the sand and rock and is easily able to work her way down the steep slope.
Lhug, moving faster than one would think possible is able to find a quick cut off that Nefti and Kafar didn't see. He is at the base of a natural bridge pinching in the prey as his teammates close the trap.
Eadie follows right behind Lhug and finds herself ahead of the Aspsis agents.
Anyone with an order for Ahna please then Nefti and Kafar will go.
Location: Lhug ( entered Natural Bridge); Lore (entered Narrow Pass); Eadie (entered Natural Bridge); Ahna (entered Steep Slope)
Nefti & Kafar (entered into the Crack in the Mountain)
Lhug- I like the Chase rules. It adds a new dimension to just fight and explore. However, this one had some background information that I'll share. During the adventure, you had the chance to go faster or slower by the choices you made. As it ends up, you all chose right every time and earned the maximum number of "chase points". These converted points determined where Nefti & Kafar started. As such, they started as close as possible and now it looks like you have them pinched in nicely.

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Lore continues to follow, though falling further and further behind her swifter companions. She evades all obstacles in the narrow pass through quick footwork.
reflex save: 1d20 + 4 ⇒ (17) + 4 = 21

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Ahn starts down the steep slope
Acro 17 + Mythic: 1d20 - 3 + 1d6 ⇒ (19) - 3 + (4) = 20
As he begins down the rocks and pebbles start to break free and tumble with him sliding on top of the mess. It looks as if he's going to go down when at the last second Ahn recovers and launches into the air, landing on a sliding boulder that he surfs to the bottom of the hill ... arms outstretched and a wide grin on his face with his hair waving behind him.

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... and Ahna enters the Narrow Pass.
Strength Check: 1d20 + 2 ⇒ (1) + 2 = 3
Escape Artist Check: 1d20 + 10 ⇒ (1) + 10 = 11
Nefti and Kafar work there way through the Crack in the Mountain. However the last obstacle prevents them from getting through. Upon close inspection, it appears that both of them are suffering from some type of illness.
Location: Lhug ( entered Natural Bridge); Lore (entered Narrow Pass); Eadie (entered Natural Bridge); Ahna (entered Narrow Paw)
Nefti & Kafar (trying to leave the Crack in the Mountain)
Lore weaves around the narrow pass but stops in her tracks as she comes up upon a Patch of Quicksand.

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survival: 1d20 + 4 ⇒ (14) + 4 = 18
Lore contemplates the quicksand patch and manages to pick a path through it that just barely avoids the quagmires. Knowing how far behind Eadie and Lhug she is, she bites back tears of frustration, not aware yet that they have bracketed the fugitives already. She struggles on out of sheer dogged determination and faith to arrive at the crack in the mountain.

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Ahn uses his quick reflexes to jump and roll off the tumbling boulder, deftly navigating the narrow pass ... a plume of rock and dirt shooting up all around him.
Reflex Save: 1d20 + 8 ⇒ (6) + 8 = 14
But in the poor visibility he misses the pass and slams into a rock wall ...

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Perception: 1d20 + 11 ⇒ (2) + 11 = 13
That’s gotta smart.
She calls to the Dragon, “Lhug, do you think we should duck outa sight behind the natural bridge and spring an ambush on them or something?”

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"OK."
Eadie forces herself to leave Lhug and continue towards the Sanctum.
Will: 1d20 + 5 + 6 ⇒ (18) + 5 + 6 = 29

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Location: Lhug (is on the Natural Bridge, hiding); Lore (entered Quick Sand Patch); Eadie (entered Natural Bridge); Ahna (is in the Narrow Pass)
Nefti & Kafar (trying to leave the Crack in the Mountain)
Nefti and Kafer try to get through the Crack in the Mountain. Having not seen or heard there pursuers for a few minutes, they take their time.
Strength Check: 1d20 + 2 ⇒ (17) + 2 = 19
Escape Artist: 1d20 + 10 ⇒ (10) + 10 = 20
Using team work that only experienced partners would posses, the random clear the Crack in the Mountain to get to the Cliff's Edge.
Location: Lhug (is on the Natural Bridge, hiding); Lore (entered Quick Sand Patch); Eadie (entered Natural Bridge); Ahna (is in the Narrow Pass)
Nefti & Kafar (entered the Cliff's Edge)
Lore clears through the Quick Sand Patch and is now entered the Crack in the Mountain.
Lhug, Ahna, Eadie. May go.

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Lore contemplates the quicksand patch and manages to pick a path through it that just barely avoids the quagmires. Knowing how far behind Eadie and Lhug she is, she bites back tears of frustration, not aware yet that they have bracketed the fugitives already. She struggles on out of sheer dogged determination and faith to arrive at the crack in the mountain.
Lore, with an 18 survival, was already past the quicksand patch and at the crack... they might have seen her arriving as they departed... lol
Lore tries to get through the crack in the mountain...
strength: 1d20 ⇒ 18
Despite her wimpy strength, she manages to bull her way through the crack, staying right behind the fugitives...
I cannot believe these rolls I'm getting!

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Dazed, Ahn tries to work his way through the narrow passage again ...
Reflex DC 15 2nd Try: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
This time making it through ...

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"OK."
Eadie forces herself to leave Lhug and continue towards the Sanctum.
Will: 1d20 + 5 + 6 ⇒ (18) + 5 + 6 = 29
DrGabe, please use the roll in my post above for Eadie's turn.
I believe that puts her at the Illusory Wall.

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Lore, you are a turn ahead of everyone.
Ahna is able to make it through the Narrow Pass only to find herself entering a Patch of Quicksand.
Eadie continues to the Illusory Wall almost making it to the Sanctum's front door.
Lhug starts to think and develops a crushing headache. He figures he can draw attention to himself with these things, but he will not be able to damage the location.
Nefti & Kafar try to enter the Natural Bridge...
Climb Check: 1d20 + 2 ⇒ (8) + 2 = 10
Acrobatics: 1d20 + 12 ⇒ (12) + 12 = 24
The two agents are able to use some teamwork that you haven't seen before and escape through the Cliffs edge to enter the Natural Bridge.
Perception Check: 1d20 + 9 ⇒ (14) + 9 = 23
Perception Check: 1d20 + 12 ⇒ (14) + 12 = 26
Both agents stop in their tracks as they see Lhug trying to hide.
Location: Lhug (is on the Natural Bridge, hiding); Lore (entered Quick Sand Patch); Eadie (entered Illusory Wall); Ahna (entered the Patch of Quicksand)
Nefti & Kafar (Natural Bridge)
Lore entered the Cliff's Edge with some deft movement around the mountain. She can see the shadows of figures up ahead on a Natural Bridge.
Lhug, Eadi, and Ahna's turn.
Lhug you are on the same square as the targets. Fight or talk, its up to you.

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OK, the hidden entrance to the Sanctum must be here somewhere ... Wait, wait ... I know this one!
Eadie calls out in a loud, clear voice “Speak friend ‘fiend’ and enter!”
Will DC 16: 1d20 + 5 + 6 ⇒ (14) + 5 + 6 = 25

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Talk! Then fight!
"Two on one, I have you outnumbered! Surrender!"
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Crafting this item is a DC 25 Craft (alchemy) check.
ranged: 1d20 + 8 ⇒ (14) + 8 = 22
Lhug hurls the stone a thier feet and draws his katana, waiting to accept thier surrender.

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"Whoa!", Noticing the quicksand at the last second Ahn dodges to the side, hopping on one foot trying to maintain his balance as he skirts by it.
Survival: 1d20 ⇒ 19

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Eadie moves behind the seamless illusion of a rock wall and finds the mountain pass to the Sanctum of the Sages. Beautifully engraved columns support the ornate entablature topped by a wide tapered cornice. The style hearkens back to Osirion’s golden age, and the impeccable design and craftsmanship lives up to the standards set by the ancient dynasties. A short flight of stairs ascends to stone door in the mountain.
Ahna finds his way through the quicksand without an issue and enters the Crack of the Mountain right at the same time a loud thunderous crack echoes in the distance.
As Nefti and Kafar find Lhug on the bridge, he throws a thunder stone at them, it lands on the bridge and sends a thunderous echo throughout the mountain pass.
Fort saves.... Kafar: 1d20 + 9 ⇒ (16) + 9 = 25 Nefti: 1d20 + 4 ⇒ (7) + 4 = 11
Kafar shakes off the effects of the thunderstone and returns the favor throwing a bomb of his own at Lhug. The bridge fills with a fog of stinking smoke. Lhug, Dc14 Fort save or become nauseated.
Kafar draws sickle and looks ready to fight.
Nefti looks affected by the thunderstone, he has a stunned look on his face. Shaking it off, he starts to cast a spell quickly. Miscast: 1d100 ⇒ 77 Suddenly the bridge around Lhug is filled with magical grease. Lhug Reflex DC15 save
Location: Lhug (is on the Natural Bridge, hiding); Lore (entered Cliffs Edge); Eadie (entered the Temple Entrancel); Ahna (entered the Crack in the Mountain)
Nefti & Kafar (Natural Bridge)

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acrobatics, dc 15: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Ah, there's those old familiar dice rolls, lol
Lore tries to maneuver the cliff's edge but a little vertigo overcomes her before she gets far and she rethinks her attempt.... clutching back to the crack in the mountain before trying the cliff again.

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Ahn puts his head forward and attempts to burst through the wall using all the strength he can muster, "Arrrrrrrrr ..."
Strength Check: 1d20 + 1 ⇒ (7) + 1 = 8

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Apparently it didn't take my post.
fort: 1d20 + 6 ⇒ (9) + 6 = 15
reflex still dex raging: 1d20 + 5 ⇒ (14) + 5 = 19
The Dragon takes a deep breath, "I've got cheese smellier than that, you're going to need to do better." He slides across the slippery area (half my movement is easily more than most people's movement and my acrobatics auto succeeds but here are some dice acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11)and proceeds to separate the caster's head from her body.
Katana whetstone furious focus: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 13 ⇒ (3) + 13 = 16

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Eadie peers about the entry chamber of the Sanctum for threats as she draws her enchanted falchion.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15
She then turns her attention to the hidden entrance, planting her feet and raising her weapon into her trademark high guard. In the unlikely event the Aspis duo get past Lhug, the warrior readies an action to attack them as they move through the illusory veil.

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Lhug is able to dodge the two Aspsis warriors and moves through the magical grease. He approaches Nefti and strikes hard with his Katana. Nefti is bleeding badly, but still stands upright.
Nefti moves back from Lhug's range and casts a spell.
Fail Chance: 1d100 ⇒ 98 and creates a couple of copies of himself. Extra Images: 1d4 ⇒ 3
Kafar also moves back from Lhug's range and throws a bomb at the Pathfinder!
Attack: 1d20 + 8 ⇒ (17) + 8 = 25 Fire Damage: 3d6 + 2 ⇒ (3, 4, 4) + 2 = 13
Location: Lhug (is on the Natural Bridge); Lore (Cliffs Edge); Eadie (Temple Entrancel); Ahna ( Crack in the Mountain)
Nefti & Kafar (Natural Bridge)