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As Mareq flies down the slope towards Kafar and Nefti, he concentrates hard upon the steep slope beneath the team's feet. He can sense each and every loose rock, and the rocks piled upon them, and the rocks upon them.
With a mammoth force of will, the ifrit summons the burning fire in his blood. The terrible heat bursts forth, melting the rocks together, securing the steep slope's scree.
Acrobatics DC17: 1d20 + 3 ⇒ (10) + 3 = 13
Mythic Surge 1: 1d6 + 1 ⇒ (6) + 1 = 7
Mythic Surge 2: 1d6 + 1 ⇒ (1) + 1 = 2
Mythic power to clear the obstacle.
Mareq has used 4 of 9 mythic powers

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Lecate, you're up, give us a Mythic Reflex save so we can get past the Narrow Pass and Motaz can bring it for the Quicksand Pass with Survival. We'll get those thieves!

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Acrobatics1d20 + 10 ⇒ (20) + 10 = 30
Farg joins along in the chase with his fellow Pathfinders hot on the heel of tha Aspis agents.

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back from the hospital. But pc and internet still down. What do i need to check for atm?
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Climb: 1d20 + 2 ⇒ (17) + 2 = 19
He quickly gets over to continue chasing the thieves
thanks. I am okay :)
-Posted with Wayfinder

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There seems to be some confusion (at least on my part). Motaz cleared the path for the entire group, advancing everybody to the second square. Then Mareq cleared the path for the entire party, advancing everybody to the third square.
So, shouldn't we all be in Narrow Pass, either Evading (RefDC15) or Breaking Free (StrDC15)?
Perhaps it is because I didn't advance all the PCs to the next square when I succeeded in clearing the path for everybody. I've done that now.

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if so. I beat either one with my roll of 17. Yey :P
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DM PeteZero |

Mareck - you are right, and it got lost, because then Farg used acrobatics clearing this up now
Mareck moves the group on, you are in the Narrow Pass.
Then Kafar and Nefti get their try and do not proceed!
Kafar 1d20 + 2 ⇒ (11) + 2 = 13 Strength check
Nefti 1d20 + 12 ⇒ (4) + 12 = 16 Escape artist
Farg and Suketh move on. Rest of the group still to go.
Map updated.

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Motaz attempts to evade the Narrow Pass.
Reflex Save: 1d20 + 9 ⇒ (10) + 9 = 19
He calls upon the power of the Ruby Sage to blast gouts of flame at the obstacles in the pass, clearing the way for the rest of the Pathfinders.
Motaz uses one of his uses of mythic power for the day to clear the path for the rest of the party. He has now used four of his nine mythic surges for the day.
Sorry, I miscounted, Motaz has now used FIVE of his nine mythic surges for the day.

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Feeling the Ruby Sage's strength depleting, but knowing that he is the group's best chance to bypass the quicksand and quickly catch the thieves who are absconding with the Emerald and Topaz Jewels, Motaz picks a course past the deadly hazard, illuminating the dangers with the Ruby Sage's power.
Survival: 1d20 + 8 ⇒ (2) + 8 = 10
Mythic Surge 1: 1d6 + 1 ⇒ (6) + 1 = 7
Mythic Surge 2: 1d6 + 1 ⇒ (5) + 1 = 6
10+7=17, success!
Whispering a silent prayer to the Ruby Sage, Motaz expends another use of the extraordinary abilities to illuminate the areas of danger for the others.
Motaz has now used 7 of the 9 uses of mythic power he has for today.
"Stop them!" he calls out to the other Pathfinders. "I am nearly spent!"

DM PeteZero |

Thanks to Motaz the group catches up with Kafar and Nefti.
Initiatives
Elliot 1d20 + 2 ⇒ (5) + 2 = 7
Farg 1d20 + 2 ⇒ (17) + 2 = 19
Lecate 1d20 + 3 ⇒ (12) + 3 = 15
Mareck 1d20 + 7 ⇒ (12) + 7 = 19
Husarq 1d20 + 1 ⇒ (3) + 1 = 4
Motaz 1d20 + 8 ⇒ (5) + 8 = 13
Serket 1d20 ⇒ 3
Suketh 1d20 + 4 ⇒ (7) + 4 = 11
Kafar 1d20 + 6 ⇒ (15) + 6 = 21
Nefti 1d20 + 6 ⇒ (11) + 6 = 17
With this Kafar throws a stink bomb -
1d20 + 8 ⇒ (2) + 8 = 10 Everyone FORT save DC14 or be nauseated for one round and 1d4 + 1 ⇒ (4) + 1 = 5 afterwards
Farg is up

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Motaz's Fort Save: 1d20 + 7 ⇒ (2) + 7 = 9
The exertion of channeling the Ruby Sage's power has caught up to Motaz, and he starts to hurl.

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FS: 1d20 + 6 ⇒ (17) + 6 = 23
Sutekh easily keeps his contents inside his body
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FS: 1d20 + 4 ⇒ (1) + 4 = 5
The scorpuon on the otherhand cant stand the smell as it twitches and clicks in disgust
-Posted with Wayfinder

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Not sure how long the chase went but assuming that the 40 minute Heroism is still up.
FORT 1d20 + 6 ⇒ (2) + 6 = 8
Farg steps forward but begins to wretch from the stench surrounding him.

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"Oh no you don't...."
He fires two shots at the singing one
Attack 1: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Attack 2: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage 1: 1d8 + 6 ⇒ (5) + 6 = 11
Damage 2: 1d8 + 6 ⇒ (5) + 6 = 11
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That one measly stinkbomb took out 3 party members for basically the whole fight... silly

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yah... but still not as bad as colour spray
-Posted with Wayfinder

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Fort save: 1d20 + 3 ⇒ (16) + 3 = 19
Mareq, having acted presciently, and slightly faster than Nefti, casts fire into both of them.
burning hands reflex dc15 half: 3d4 ⇒ (2, 2, 2) = 6
my Init was 19

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Fort Save: 1d20 + 8 ⇒ (6) + 8 = 14
Lecate comes out of his stupor and barely dodges in time to mss the stink bomb.
Lecate will cast bless +1 to attack and +1 on saves vs fear

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So my attacks will now be 22 and 24

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Motaz pulls out a bottle of soothe syrup between bouts of vomiting. "Someone feed this to Husarq or Serket," he gasps.
Soothe syrup will give the being to whom it is administered a +5 bonus on the save vs. being nauseated.

Husarq |

[dice=Fort save]1d20+4
Husarq coughs and gags.
It appears that if we move out of the cloud, we are still nauseated for 5 rounds. But if we remain in the cloud, we get another Save. If we succeed on the save, no nausea. So the best bet is to remain in the cloud.

DM PeteZero |

Suketh lands two solid hits, Elliott misses.
saves
Kafar 1d20 + 10 ⇒ (18) + 10 = 28
Nefit 1d20 + 8 ⇒ (10) + 8 = 18
Mareck, my apologes, I totally missed your 19
Kafar then strikes at Elliott.
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
The cloud is gone - it is the alchemist bomb cloud, so only one round, so no more saves - 5 more rounds vomiting....
But with my rolls you should not worry....
Kafar 25 damage
Nefti 3 damage
Mareck goes

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Mareq Round Two
Mareq stares at Kafar, considering. He concentrates and feels his fingers begin to burn like acid. He throws the burning acid straight at Kafar!
Using Wild Arcana to cast Corrosive Touch. Also, using Throw Spell. Makes Corrosive Touch a ranged touch attack.
Corrosive Touch: 5d4 ⇒ (1, 4, 1, 2, 3) = 11
Touch Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Mareq has used 6 of his 9 mythic powers.
This is a restatement of his previous Round Two action. This whole mythic thing takes some getting used to. I keep forgetting all the cool things Mareq can do.

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sutekh attacked nefti
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Motaz walks over to Mareq and presses the soothe syrup into his hand, if he wants it.

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Motaz walks over to Mareq and presses the soothe syrup into his hand, if he wants it.
Mareq takes the syrup from Motaz and drinks it.

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Attack 1: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Attack 2: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage 1: 1d8 + 6 ⇒ (3) + 6 = 9
Damage 2: 1d8 + 6 ⇒ (5) + 6 = 11
Sutekh fires arrows at the images that appeared
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i dunno. Did serket get a potion? He would need help drinking it. If so, does he get another save?
-Posted with Wayfinder

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Motaz held it out in the first round, and no one used it. So I had him walk over to someone who could feed it to someone else. Sutekh seemed busy shooting (and quite effectively), so I had Motaz walk over to Mareq. I thought Mareq wasn't sick though. I thought he was going to feed it to Husarq. However, it does not actually say that it grants a new save, just that it grants a +5. It would have been DMPeteZero's call if the drinker got a new save. Not having a standard action, Motaz couldn't drink it himself. Unfortunately, he only had the one dose. It will certainly help keep Husarq from succumbing if a second stink bomb goes off!

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Ah, good point. Mareq doesn't have the action to drink it. But it is a toss up then who should have it. Another bomb could knock out Mareq while Husarq is still nauseated.

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Here's a link to the SRD description of soothe syrup.

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"Ummmmmm"
Lecate will usehis "legendary Magic" to cast a spell as a swift action.
Lecate casts Recentering Drone, which will reduce nausea to Sickened
Lecate Targets
1) Motaz
2) Mareck
3) Farg
"Go get'em boys."

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Ah, good point. Mareq doesn't have the action to drink it. But it is a toss up then who should have it. Another bomb could knock out Mareq while Husarq is still nauseated.
Hmmm. Just realized that wild arcana is a swift action, so... I still have an action in Round Two. So...
Mareq takes the sooth syrup and feeds it to Husarq.
Not sure if I can do all that with a move and standard. Hope I can.