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After evaluating the situation, it looks like you have three options.
The first option is to retrace your steps and return to the cliff, infer where the buried door opens, and climb around the mountain to reach it.
The second is to take time to clear the rubble from the buried door.
The third would be to find a way to breach the cracks in the floor until it's wide enough for you to pass through.

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Lithrac, what about my Knowledge (planes) check for the ritual?
Ardisen appraises their options, seemingly coming to a conclusion.
"It seems to me that the most rational course of action is removing the rubble from the door. Chasik, Ignatius, would you gentlemen be so kind? I fear I would only get in the way with such a feat of strength."

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Chasik, stows his hammer, and begins to clear the rubble from the door.

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Clearing the rubble takes a couple of hours, but you finally manage to unearth the door and continue your journey in pursuit of Kafar and Nefti. You traverse several short tunnels before emerging from a cave in the northern rock face.
Two tall sandstone outcroppings rise to the north and south, channeling whistling wind and stinging sand through this pass. The carcass of a giant serpentine beast covered in dried blisters lies in a heap at the gorge’s narrowest point, the body savaged by some powerful predator. Strong winds blow in this area.
Perception (Mythic Quarr): 1d20 + 10 ⇒ (16) + 10 = 26
Perception (Chasik): 1d20 ⇒ 10
Perception (Ignatius): 1d20 + 9 ⇒ (16) + 9 = 25
Perception (Amennekht): 1d20 + 4 ⇒ (20) + 4 = 24
Perception (Buri): 1d20 + 8 ⇒ (20) + 8 = 28
Initiative (Mythic Ardisen): 1d20 + 4 ⇒ (10) + 4 = 14
Initiative (Mythic Quarr): 1d20 + 10 ⇒ (1) + 10 = 11 +2 if Mutagen is up
Initiative (Chasik): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Ignatius): 1d20 + 9 ⇒ (13) + 9 = 22
Initiative (Amennekht): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative (Buri): 1d20 + 6 ⇒ (2) + 6 = 8
Initiative (B): 1d20 + 3 ⇒ (13) + 3 = 16
Quarr and Ignatius immediately feel that something's not right, and spot a slithering, multilegged blue reptile with a fearsome head crowned with two large, curling horns, hiding amidst the rocks.
Initiative - round 1 - bold may act!
1. Ignatius, Chasik
2. B
3. Amennekht, Ardisen, Quarr, Buri
Current map
Notes about terrain:
- Strong Winds (-2 on ranged attacks).
- The sandstone scarps are 50 feet tall and feature only narrow handholds (Climb DC 20), save for a recently collapsed section to the northeast that has jagged spars that can serve as more adequate handholds (Climb DC 15).
- The area is covered in light rubble (DC of Acrobatics checks increases by 2).

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Ignatius takes a look at the strange creature.
Knowledge (Arcana) + Monster Lore: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
"Well, that thing sure is something!" he cries out. He readies his shield, draws his sword, and takes a step backwards.

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Chasik, stairs up at the creature, knowing it has evil intentions. He stands there and readies an attack should it come near.
readied vital power: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
dam: 2d8 + 6 ⇒ (2, 3) + 6 = 11

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The behir cautiously approaches the top of the cliff, and suddenly smashes stone spires with its tail, causing rubble to rain down on Ignatius, Amennekht, Quarr and Buri!
Bludgeoning damage (Ref DC 15 halves): 5d6 ⇒ (2, 2, 1, 3, 6) = 14
Initiative - round 2 - bold may act!
1. Amennekht, Ardisen, Quarr, Buri Ignatius, Chasik
2. Behir

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"...Be careful of it's electric breath, don't use lightning against it, and whatever you do, don't let it get up close and get hold of you!"
The enchanter doesn't even notice that his voice has raised into a yell. Without another thought the wizard allows his wand of Mage Armour to spring into his hand and quickly activates it upon himself.

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ref: 1d20 + 3 ⇒ (19) + 3 = 22
Chasik, sees the rocks raining down and manages to get his shield up in time to lessen the blow. He knows that trying to climb up would be near impossible, given he is a "metal can" at the moment. He shuffles back, and again readies an attack should the creature come down to "play".
Everyone, spread out! Don't get bunched up!
readied, power, vital: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 222d8 + 6 ⇒ (2, 3) + 6 = 11

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Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
Iggy isn't able to avoid the falling pillars, and gets pretty beat up. he falls back, giving the behir room to come down the ledge.
He initiates a judgment of healing, hoping to keep himself upright during this fight.
Fast healing 2.

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Ref DC 15: 1d20 + 2 ⇒ (1) + 2 = 3
Amennekht takes the stones full in the face completely unaware of the danger. To his surprise he keeps his feet. Perhaps theres more to this sages power than I thought.
He darts away from the group drawing his bow and firing.
1d20 + 6 ⇒ (1) + 6 = 7
The dice gods are not with me today...

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Reflex save: 1d20 + 10 ⇒ (9) + 10 = 19
Dodging the majority of the rubble Quarr's wings flap in a frenzy as he unexpectedly takes to the air. Fly 20 feet up
The little gnome hurls a bomb at the beast. Right as he throws the bomb he also draws and hurls an Alchemist Fire at the creature. 1 USe of Mythic ability for deadly throw
Fire Bomb Ranged Touch: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
damage: 3d6 + 5 + 1 ⇒ (5, 6, 6) + 5 + 1 = 23
[ooc]Precise Bomb to not target 5 friendlies
Point Blank Shot
DC 18 reflex save for Splash Damage
Fickle Attack- treats all 1 rolls for damage as max instead
Alchemist Fire roll 1: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Confirm crit: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Alchemist Fire Roll 2: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7With fickle attack the 1 auto becomes a 6 making the initial damage 12 total
Crit damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
If alchemist Fire can crit. I am not sure but there are the rolls.
Point Blank Shot
Fickle Attack- treats all 1 rolls for damage as max instead

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Quarr, bombs do crit, but only 1d6+5+1 is added on the Crit (which you've put in there). Also, at 6th level, shouldn't your bombs be doing 3d6 damage?

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Ya, the bomb damage above is 3d6. I was curious on the alchemist fire as I threw both a bomb and an alchemist fire with deadly throw.
Deadly Throw (Ex): As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn't provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.

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Ouch Amennekht, indeed...
The alchemist's fire can indeed crit. Everything that requires an attack roll can crit, provided the target is not immune to it, of course.
Ardisen conjures a warding spell, while Chasik and Ignatius chose a defensive stance and get ready to meet the magical beast in melee battle. Amennekht repositions as well, but his arrow is a stray shot and misses the behir completely. However, Quarr is on the offensive and lobs two highly explosive vials at the dragonlike creature, both of which inflict severe damage to it!
Having Buri delay for now, until he can post again. I'll assume he remained behind.
The behir enrages, and suddenly breathes a lightning bolt that strikes Quarr.
Lightning damage, Ref DC 18 haves: 7d6 ⇒ (1, 4, 1, 6, 4, 5, 5) = 26
Then the creature takes a step back to disappear from the view of those who remained on the ground level below.
Initiative - round 3 - bold may act!
1. Amennekht, Ardisen, Quarr, Ignatius, Chasik
2. Behir

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Reflex save: 1d20 + 10 ⇒ (9) + 10 = 19
Quarr is able to dodge most of the blast with which his body absorbs the portion that he was struck by as if some unseen force is protecting him. Immediate action use 1 point of mythic power Absorb blow to drop remaining damage to 0 and gain DR 1/Epic and 5 resistance against all elements for 1 minute
Fly up 20 more feet and north 10 feet
Quarr flies a bit higher as he continues to hurl a bomb and alchemist fire down upon the beast. The bomb erupts in a cloud of stinking yellowish cloud Be gone foul creature!Use Mythic Point for Deadly Throw to throw ALchemist fire
1st Alchemist Fire damage: 1d6 ⇒ 1
Stink Bomb Ranged Touch: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
damage: 3d6 + 5 + 1 ⇒ (6, 4, 5) + 5 + 1 = 21
Precise Bomb to not target 5 friendlies
DC 18 Fort save or nauseated for 2 rounds
Point Blank Shot
DC 18 reflex save for Splash Damage
Fickle Attack- treats all 1 rolls for damage as max instead
rounds: 1d4 + 1 ⇒ (1) + 1 = 2
Alchemist Fire Roll 1: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Alchemist Fire Roll 2: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11

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Climb: 1d20 + 5 ⇒ (20) + 5 = 25
Ignatius approaches the slope and clambors his way up.
Double move.

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Delay, since I can't see the behir and climbing with a -6 is pointless lol

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Ah ok
Miss Direction: 1d8 ⇒ 1

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Quarr's bomb falls short, splashing the behir and hiding him in a noxious cloud.
Fort: 1d20 + 10 ⇒ (19) + 10 = 29
Ref: 1d20 + 10 ⇒ (5) + 10 = 15
Ignatius starts climbing up. 10 feet climbed, 40 feet remaining.
Ardisen and Chasik wait for the behir to come down.
Initiative - round 3 - bold may act!
1. Quarr, Ignatius, Amennekht, Ardisen (D), Chasik (D)
2. Behir

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The behir emerges from the stinking cloud, unwilling to remain within the stench created by Quarr's potions. Coming at the edge of cliff, it quickly and deftly climbs down to attack Ignatius, biting him fiercely.
Bite, PA: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 291d10 + 6 + 9 ⇒ (4) + 6 + 9 = 19
Grab: 1d20 + 19 ⇒ (3) + 19 = 22 *grapple*
Initiative - round 4 - bold may act!
1. Quarr, Ignatius, Amennekht, Ardisen, Chasik
2. Behir

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Ignatius is able to call upon his newfound mythic abilities to withstand much of the behir's crushing damage. (Using Absorb Blow) He fights against the creature's strong grasp, trying to break himself free.
CMD to break the grapple: 1d20 + 7 ⇒ (4) + 7 = 11
But the behir's grasp proves too strong.
Abosorb Blow reduces the damage received by 15. Also, for 1 minute, Iggy has DR 1/epic and and 5 points of resistance against acid, cold, electricity, fire, and sonic damage.
He continues to use his healing judgment to regenerate his health.
Overall, it could be worse. At least everyone can see him now.

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Chasik, pleased that the behir has come down off the ledge, he moves up and takes a swing with his hammer.
Take me on!
using my rally ability, 7/9 left, allies can reroll one D20 by the beginning of my next turn.
power, vital hammer,: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
dam: 2d8 + 3 + 3 ⇒ (3, 5) + 3 + 3 = 14
USING RALLY TO REROLL MY 1
1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
-------
are you F***king kidding me...a 1 then a 2 lol

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Quarr continues his assault as he hurls another bomb and Alchemist Fire. Fire erupts all around the creature once again.
1 mythic power for deadly Throw
Move further back on the cliff and throw bomb at the top left portion of the behir so as not to splash anyone else with Alchemist fire
Fire Bomb Ranged Touch: 1d20 + 10 + 1 - 4 ⇒ (19) + 10 + 1 - 4 = 26
damage: 3d6 + 5 + 1 ⇒ (3, 6, 1) + 5 + 1 = 16Damage is 21 with Fickle Attack
Alchemist Fire: 1d20 + 10 + 1 - 4 ⇒ (15) + 10 + 1 - 4 = 22
Damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Precise Bomb to not target 5 friendlies
Point Blank Shot
DC 18 reflex save for Splash Damage
Fickle Attack- treats all 1 rolls for damage as max instead

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Immediately realising the danger his ally is in, Ardisen reaches inside himself again to pull upon the power of the Ruby Sage. As the enchanter mutters the incantations for another Scorching Ray his eyes ignite with painless arcane fire and mythic energy wraps through his fingers and enhanced blasts of fire shoot towards their foe.
Using a point of Mythic Power to cast Mythic Scorching ray. Each rays deals 6d6 damage and the fire ray ignores immunities and resistances.
Mythic Scorching Ray vs touch 1: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 06d6 ⇒ (1, 2, 3, 2, 5, 3) = 16
Mythic Scorching Ray vs touch 2: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 06d6 ⇒ (5, 6, 4, 3, 3, 4) = 25
I rolled a 1 on both... You kidding. Okay I'm gonna use rally on the first and my folio reroll on the second roll, which will add +2 to the roll.
Mythic Scorching Ray vs touch with rally: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Mythic Scorching Ray vs touch with folio reroll: 1d20 + 3 - 4 + 2 ⇒ (6) + 3 - 4 + 2 = 7
I tried guys.

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Chasik, please refrain from using such language. I understand your frustration (as well as Ardisen's), but that's no reason to be crude.
While Ignatius has trouble escaping the behir's grasp, Chasik rushes to help his companion, but his aim is off and he misses, smashing large rocks on the ground instead of the large blue beast. As the behir is about to swallow the inquisitor, Quarr's bomb and one of Ardisen's rays scorch the monster to death!
End combat.
In the aftermath of the battle, Ignatius notices that the behir was wearing a strange ring of sorts. Upon closer inspection, it turns out to be a magical Crown of Swords.
The trail descends among many red sandstone arches and hoodoos as the afternoon sun heats the rock formations to baking temperatures. Periodically, you find signs of Kafar and Nefti’s passage, such as a discarded bottle, footprint, or shred of cloth. As the afternoon heat abates, you begin ascending taller peaks. If you intend to rest during their pursuit of the two men, doing so now—late in the day but before getting high into the mountains—is the best time to do so.
You must decide if you want to keep going without stopping at all, if you want to use your mythic recuperation ability (costs a mythic point, but you get all the benefits of a full night's rest in one hour, except getting the mythic power back of course), or if you want to take a full night's rest and recover your mythic power as well. You're five now, so as soon as we have a majority I'll continue.

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Sorry Lithrac...I was super upset more comedic that I get a 1, then a 2. If I get a 3 on my next roll I will be very worried lol. But I will tone it down. As far as resting goes, I am good either way. I have 7 mythic left and still have 82 hp so group call

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Ignatius is fine with doing the quick rest. He's used 2 of his 9 mythic points. So yeah, I vote quick rest.

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Quarr lands with a thud and taps his wounds with his wand a few times
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
I am good with resources to keep moving

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I could use the rest to get my Scorching Rays back, but I'll go with the group.
-Posted with Wayfinder

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The group as a whole agrees to press on to increase their chances of catching up with the two thieves. After hours of hiking, the scarps on the sides of the canyon gradually descend, until the whole of the terrain becomes a gradual slope encircled by distant mountains and deep chasms. The moon glows in the night sky, offering an unobstructed view of the region, and allowing you to spot a campsite on a mountain nearby; the light of a campfire is clearly visible to the party just a few miles away. The signal soon disappears, but it is enough to confirm that you are on the right path.
Kafar and Nefti’s camp is situated in a high pass altitude zone, and reaching the site speedily requires a successful Fortitude save from everyone to avoid becoming fatigued due to the lack of oxygen.
When you reach the campsite, over an hour later, you find a recently extinguished fire, bloodied bandages, and fresh tracks.

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fort, per: 1d20 + 7 ⇒ (20) + 7 = 271d20 ⇒ 8
Chasik, used to working in the shipyard, has conditioned himself for rigorous work and is accustomed to not necessarily thin air, but rather maximizing his energy output to get the job done.
HE enjoys the hike, even in is heavy armor, and takes a deep breath as he reaches the top, looking around he doesn't notice anything out of the ordinary.

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Ignatius struggles to keep up with the rest of the group to the campsite.
"Well...it looks...like they...were here...not too long ago." He manages to get out between gasps for air.

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Fort Save: 1d20 + 2 ⇒ (4) + 2 = 6 Perception : 1d20 + 2 ⇒ (17) + 2 = 19
Ardisen gasps for breath, displaying his still lacking physical prowess.
"Look at these glassy worms..."
Knowledge (arcana): 1d20 + 12 ⇒ (20) + 12 = 32
-Posted with Wayfinder

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CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Fort, Perception: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 4 ⇒ (1) + 4 = 5
Winded, Amennekht gasps, Never in my life have I been to such a height! Nor climbed to it so quickly."

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Fort save: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Knowledge (Arcana: 1d20 + 9 ⇒ (12) + 9 = 21
Those worms are amazing! Quarr gets a bit dizzy by the lack of oxygen up here.

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Ardisen and Quarr theorize that the worms have likely been implanted by the akatas' bite.
The Fort save was DC 15, so Amennekht, Ignatius and Ardisen are fatigued until you reach a lesser altitude where oxygen is more common.
Leaving the campsite, you follow a trail down the mountain, returning to a lower altitude. Ignatius, Ardisen and Amennekht, not being accustomed to high altitude, were gasping for breath until you reached that altitude. No doubt that the slower pace at which you trode until now has caused you to lose ground on those you chase. The narrow and sinuous path down the mountain continues, but it limits visibility, so you only spot your quarry just as you reach the end of the trail.
Chase!
Time has come to finish the chase for Kafar and Nefti, which will use the chase rules, as well as additional rules for mythic chases. To sum up:
- The chase assumed your base land speed is 30 feet. For each 10 feet you have under 30 feet, you take a -2 penalty on your rolls to beat the obstacles in the chase. For each 10 feet you have above 30 feet, you have a +2 bonus on your rolls to beat the obstacles of the chase.
- Each round, you can try to beat the obstacle you're facing with a standard action. You choose one of the two checks If you fail, you'll have to try again the next round.
- You can attempt to move three cards as a full-round action, but if you do this you must beat both obstacles on the square you are in. If you fail either by 5 or less, you only move one square. If you fail either by 6 or more, you do not move at all. If you fail both by any margin, you lose your action for the next turn.
- You may assist someone on the same square as you.
- Alternatively, you can use your actions to do things you can usually do in combat, such as casting a spell or attacking. Keep in mind that each square represents 30 feet, and that due to the sinuosity of the path, you only have visibility up to two squares ahead.
- Finally, a mythic character can spend one use of mythic power once per round as a free action to do one of the following:
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.
Initiative (Mythic Ardisen): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Mythic Quarr): 1d20 + 10 ⇒ (11) + 10 = 21
Initiative (Chasik): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Ignatius): 1d20 + 9 ⇒ (18) + 9 = 27
Initiative (Amennekht): 1d20 + 1 ⇒ (20) + 1 = 21
Initiative (Nefti & Kafar): 1d20 + 6 ⇒ (5) + 6 = 11
Initiative - round 1 - bold may act!
1. Ignatius, Ardisen, Quarr, Amennekht, Chasik
2. Kafar and Nefti