Magrim Torgsun
|
Enora will send a volley of force missiles at the dragon!
Magic Missile from staff, CL 8, force damage: 4d4 + 4 ⇒ (1, 3, 4, 3) + 4 = 15
Rog, I don't want to step on your toes. Let me know when you're back/ready to resume posting.
| Shifty |
1d20 ⇒ 17
The last blast of magic drops it unconscious to the desert sands.
It will be sleeping that last hit off for a loooong while.
/end combat/
The creature seems to be wearing a magical ring on one of its mighty claws.
Although the creatures remarks indicate that Kafar and Nefti probably took this course, the severe winds and hard ground make it impossible to locate any tracks; however, you can infer that continuing down the valley is the natural route forward and is likely the path taken by your quarry.
Magrim Torgsun
|
Well done, everyone. It seems the power of the Sages is truly aiding us--I've never encountered a live dragon before. It's not something I'd like to do again, anytime soon. C'mon, we're getting closer. Let's keep moving. Magrim retrieves his bow, stowing his weapons.
Meanwhile, Enora throws her arcane gaze over the dragon's ring.
Detect Magic, Spellcraft: 1d20 + 11 ⇒ (13) + 11 = 24
Agraic
|
"SEE! I KNEW you guys had tha' one. Ready t' move out when the res' of y' are. Mind th' corpse, tho'."
Agraic is mindful that was just the beginning of the trip, and that things could get much worse before the end...
| Shifty |
Leaving the fallen creature to its fate, you push on.
The trail descends among many red sandstone arches and hoodoos as the afternoon sun heats the rock formations to baking temperatures. Periodically, you 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 the party intends to rest during their pursuit of the Aspis Consortium agents, doing so now—late in the day but before getting
high into the mountains—is the best time to do so.
Pushing on will require TWO DC15 Fort saves in the heat
Resting for a couple of hours will allow you to move in the cool of the night, but lose ground you have been catching
Resting for the night will allow you to recover, but allow your quarry extra time to press on!
Agraic
|
"Y'know, I'm not really tired or anything, but we coul' probabl' stand to take a break, it's been a busy day? Y'know, an hour or two?"
Agraic voices his opinion for the second option, because soldiers that arrive at a battle exhausted die on the battlefield.
Kel Na' Yaa
|
Kel shrugs.
You're probably right, mate. I say we rest for a bit.
Henrick Bulwark
|
If no one else takes the ring, Henrick will pick it up.
"I hate to think we lose time closing in, but if we drop from exhaustion, it won't matter if we catch them. A short rest, and then push on in the cooler hours."
Magrim Torgsun
|
Bah, the power of the sage is still protecting us! We need to press on!
Remember, I cast Endure Elements on every one of us except Agraic, which means only he would have to make the two Fort Saves. Agraic, you have all of your uses of Mythic power remaining. Why not chance it and if you fail one just use Mythic surge for a bonus to the fort roll? I think it would be a bad move to stay here and lose out on the ground that we've already gained on our quarry. If you guys agree...
Survival to help Agraic's FS: 1d20 + 9 ⇒ (5) + 9 = 14
Agraic
|
I don't want to spend ten rounds putting on armor again, or show up to the next encounter Exhausted. Trying to bank on odds is a surefire way to get SCREWED, and I don't have that kind of faith in the site die-roller. I would *love* to push on, but that really makes me nervous. If he can't keep up the pace, will the rest of the party go on ahead, then, since he's not contributed to anything yet?
Roscoe Underhill
|
- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4
"I agree with Margim ... we should press on. I still have 1 endure elements left on a scroll that should help. We need to take advantage of our current protection while we still have it."
Magrim Torgsun
|
"I agree with Margim ... we should press on. I still have 1 endure elements left on a scroll that should help. We need to take advantage of our current protection while we still have it."
Nice! If you use that on Agraic we should be good to go, no rolling required. No need to remove your armor, Agraic.
| Shifty |
Awesome - you push on!
Survivalists - can we have another roll to see how much ground you catch up?
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. By the time you arrive it is the cool of the night.
The open valley offers an unobstructed view of the region, and you spot a campsite on a mountain nearby; the light of a campfire is clearly visible just a few miles away. The light soon disappears, but it is enough to confirm that you are on the right path.
When they reach the campsite, over an hour later, you find find a recently extinguished fire, bloodied bandages, and fresh tracks.
On inspecting the bandages you can find thin, glassy worms caught in the gauze. She can identify these as the larvae transmitted by an akata’s bite. Subsequent DC20 Know (Dungeon) for more information!
Roscoe Underhill
|
- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4
Perception DC15: 1d20 + 10 ⇒ (1) + 10 = 11
Heal: 1d20 ⇒ 7
... Well, at least I got that out of the way :-(
Agraic
|
We'll make sure that expenditure of the scroll gets taken care of at the end, I'm no slouch, just was kind of broke after the level-up and gearing...
"Thank y' very much, Magrim. I thin' we can push on, yes. Jus' no' feelin' this whole 'Sages' thing, I guess? Hokey religions and ancient weapons are no match for good steel at one's hip?"
Perception(DC15): 1d20 + 5 ⇒ (16) + 5 = 21
Heal(DC15): 1d20 - 2 ⇒ (3) - 2 = 1
"Oh... ugh.. that's gross. Anyone seen these thin's before?"
Agraic points to the bandages but doesn't touch them because even the hardened warrior feels a bit... ill.
Spoiler may be flipped for folks.
Roscoe Underhill
|
- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4
Survivalists - can we have another roll to see how much ground you catch up?
Forgot the Survival role to catch up ...
Survival: 1d20 + 10 ⇒ (20) + 10 = 30
Magrim Torgsun
|
Nice one, Roscoe! I'll aid you--automatic success.
Magrim follows Roscoe, pointing out tell-tale signs of their quarry. He looks at the worm: Nope, no idea what that is but it can't be good.
| Shifty |
Leaving the campsite, you follow a trail down the mountain, returning to a low pass altitude zone. The narrow and sinuous path down the mountain limits visibility badly - the twisting pathway, severe winds, and airborne sand, it is virtually impossible to bring any weapons to bear more than sixty feet away.
Your party is attentive though, and with Roscoe being part bloodhound, you spot your quarry just as the you reach the end of the trail. You have caught up with Kafar and Nefti just as they are closing on the Sanctum of the Sages... the game is afoot, you have crept in as close as you can, but now the final chase will be on in earnest as you try to close on them before they can make it to safety!
***
This is a 'Chase', which can get over wrought in PbP - so I'll get you guys to make your rolls and then I can narrate the outcome
1 - Swim DC 17 OR Survival DC16
2 - Reflex DC16 OR Will DC16
3 - Will DC 16 OR Survival DC20
Due to you catching significant amounts of ground, you got three challenges away from them - the starting point was 10 challenges, so well done on your rolls and decisions!
Roscoe Underhill
|
- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4
Survival DC16: 1d20 + 10 ⇒ (20) + 10 = 30
Will DC16: 1d20 + 7 ⇒ (18) + 7 = 25
Survival DC20: 1d20 + 10 ⇒ (3) + 10 = 13
"I see 'em ... let's go get 'em George!"
Agraic
|
Swim(DC17): 1d20 + 7 ⇒ (14) + 7 = 21
Reflex(DC16): 1d20 + 4 ⇒ (18) + 4 = 22
Will(DC16)+2 vs. enchantment: 1d20 + 4 ⇒ (15) + 4 = 19
" 'ey, 'old up. We go in on this together, right? I'm here with ya, just let's make sure no one needs help, alright?"
Magrim Torgsun
|
Magrim leaps into the water, swimming far better than a sensible dwarf ever should.
Animal Focus: Frog, then I can take 10 (always) due to my trait. So 18 on the swim check.
Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
[dice=Survival, +1 if it counts as "following tracks"] 1d20 + 9[/dice]
Surge on the survival: 1d6 + 1 ⇒ (3) + 1 = 4
Surge on the survival: 1d6 + 1 ⇒ (5) + 1 = 6
So 18 Swim, 21 Reflex, 23 or 24 Survival.
Henrick Bulwark
|
Survival: 1d20 + 9 ⇒ (5) + 9 = 14 +1 if tracking, +2 if undead
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Survival: 1d20 + 9 ⇒ (6) + 9 = 15 +1 if tracking, +2 if undead
A couple of surges should put me over...
surge on survival 1: 1d6 + 1 ⇒ (5) + 1 = 6
surge on survival 2: 1d6 + 1 ⇒ (6) + 1 = 7
Roscoe Underhill
|
- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4
I keep forgetting that I can surge too ... if it is not too late, I will do that for my third challenge.
Versatile Surge: Savant: 1d20 + 10 ⇒ (16) + 10 = 26
Magrim Torgsun
|
I can bot Rogenora if that's ok
Survival: 1d20 - 1 ⇒ (19) - 1 = 18
WS #1: 1d20 + 5 ⇒ (10) + 5 = 15
WS #2: 1d20 + 5 ⇒ (9) + 5 = 14
She'll use Surge twice, once on each Will Save. I won't roll because it's a d6+1 bonus so she can't fail.
| Shifty |
The party moves swiftly to catch up.
The first hurdle is that the area has significant patches of quicksand, but between skilled swimming and wading, and shrewd observation you are able to pick a safe route.
A narrow pass is equally trapped both magically and mundane - from marbles on precarious bits of ground to minor illusions covering pits - the party once again shines and overcomes.
Lastly a wall has been summoned across the gorge - but you trust in 'following the tracks' and insisting it can't be real... and sure enough...
***
Your quarry is now in sight.
You have caught up to them, but they seem set on outrunning you all!
init, Agraic: 1d20 + 7 ⇒ (7) + 7 = 14
init, Henrick: 1d20 + 2 ⇒ (12) + 2 = 14
init, Kel: 1d20 + 3 ⇒ (17) + 3 = 20
init, Magrim: 1d20 + 2 ⇒ (12) + 2 = 14
init, Rog-enora: 1d20 + 2 ⇒ (6) + 2 = 8
init, Roscoe: 1d20 + 3 ⇒ (9) + 3 = 12
init, Enemy: 1d20 ⇒ 2
Serious? AGAIN!?
R1
Kel
Agraic
Henrick
Magrim
Roscoe
Rogenora
ENEMY
Roscoe Underhill
|
- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4
Round 1 Enlarged; Amazing Initiative; Mythic Power 9/11; Mythic HP 45/45
Roscoe commands George's Dire Collar to trigger George is enlarged for 1 min
... then retrieves his wand to enlarge himself ... and moves after the enemy.
Kel Na' Yaa
|
Impossible Speed to move up to the enemy (I can just make it to that one, and use my swift action to double my precise strike damage.
Kel once again becomes a blur, darting after the subjects of the chase. The impossibly fast sprint culminates in a leaping strike, his rapier deftly finding a vital spot.
Attack, Power Attack, Precise Strike (doubled with panache), Against Flat Footed: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 13 ⇒ (2) + 13 = 15
Sneak Attack: 1d6 ⇒ 2
Readied Parry if He Attacks Back: 1d20 + 7 ⇒ (17) + 7 = 24
Riposte Attack Roll: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Henrick Bulwark
|
Henrick and Joe move forward, with Joe being quite a bit faster. As they pull up to the corner, Henrick uses a mythic swift action to imbue the camel with Beast’s Fury. "Attack, my friend. Stop them."
Joe immediately speeds forward, and attempts to bite the leading runner.
Bite Attack Best of 2: 1d20 + 4 ⇒ (3) + 4 = 7
Bite Attack Best of 2: 1d20 + 4 ⇒ (17) + 4 = 21
Damage, bypasses any DR: 1d4 + 6 ⇒ (2) + 6 = 8
Agraic
|
Agraic sprints up and brings up his guisarme to attack the turban'd fellow should he try to flee from Kel's assault, as well as give the fellow a nasty surprise!
Double Move
Free Action at arrival Point: Enter Rage
Swift Action: Spending Mythic Point for Sudden Attack
Sudden Attack Rolls
Roll 1 (MWK Guisarme, Rage, Sudden Strike, Power Attack, ignores DR, vs. Flatfooted): 1d20 + 9 + 2 - 1 ⇒ (6) + 9 + 2 - 1 = 162d4 + 7 + 3 + 3 ⇒ (2, 4) + 7 + 3 + 3 = 19
Roll 2 (MWK Guisarme, Rage, Sudden Strike, Power Attack, ignores DR, vs. Flatfooted): 1d20 + 9 + 2 - 1 ⇒ (13) + 9 + 2 - 1 = 232d4 + 7 + 3 + 3 ⇒ (2, 1) + 7 + 3 + 3 = 16
Provided he hits, he will also utter the growled following... "NOT. SO. FAST!"
If the 16 hit, prefer to take that damage, of course.
Magrim Torgsun
|
Gertie, trip 'em up. Don't let 'em get away!
Magrim charges forward, pointing at the target for his pet.
Double move
Free actions: Attack command, flank command, tangling attack command.
swift action: beast's fury.
| Shifty |
R1
Kel runs in swinging!
Agraic attacks!
Henrick moved
Magrim
Roscoe moving and buffing
Rogenora
ENEMY
Kel moves in like a blur and manages to land a blade on Kafar!
Roscoe and George push forwards!
Henrick also pushes forward, but Camel Joe manages to move ahead and clamp down on Nefti!
Agraic calls on his mythic abilities to strike the Kafar, who seems rather tricky to land a blow upon. (First was a miss)
Kafar (R) 33
Nefti (O) 8
| Lagertha |
Lagertha sprints into action, bounding quickly past all of her allies. The sage's power flows through her as she attacks rapidly, tangling her foe.
Double move
Immediate: Beast's fury move and attack, roll twice take higher.
Bite yellow guy, PA, flank vs flat-footed: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Bite yellow guy, PA, flank vs flat-footed(roll 2, take higher one): 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage (and target is entangled for one round): 1d8 + 6 ⇒ (1) + 6 = 7
Yeesh, that was ugly, haha.
Note that default AF = bear, so Gertie has 23 AC and 19 HP
Magrim Torgsun
|
Rogenora uses Amazing initiative for another move action this turn. Move, move. Standard cast create pit where i put the square on the map.
Enora runs forward and creates a 20-ft deep pit, cutting off the escape of the Pathfinders' enemies.
| Shifty |
Kafar turns and lobs a vial into the middle of the party.
1d20 ⇒ 2
He draws an attack from Gertie as he does so.
The vial shatters and a foul smelling thick cloud settles over the party!
Green box
DC 14 Fort save or be nauseated.
The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
Nefti steps back and casts a spell...
Yellow box
DC17 Will save or be unable to take violent actions.
Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive.
R2
Kel
Agraic
Henrick
Magrim
Roscoe
Rogenora
ENEMY
Kafar (R) 33
Nefti (O) 8
Agraic
|
Fortitude Save(DC 14) IF Mythic Sustenance does NOT apply: 1d20 + 8 ⇒ (5) + 8 = 13
Will Save(DC 17) +2 if Enchantment: 1d20 + 4 ⇒ (10) + 4 = 14 If Enchantment, spending 1 Mythic to hit the DC, if possible? How would it interact with a Barbarian's rage?
| Lagertha |
Bite AoO, PA: 1d20 + 3 ⇒ (13) + 3 = 16
Bite Damage, PA: 1d8 + 6 ⇒ (4) + 6 = 10
WS: 1d20 + 3 ⇒ (16) + 3 = 19
Magrim Torgsun
|
Fort save, +2 if it counts as poison: 1d20 + 6 ⇒ (5) + 6 = 11
Immediate Action, Surge, add to poison save: 1d6 + 1 ⇒ (1) + 1 = 2
Immediate Action, Surge, add to poison save: 1d6 + 1 ⇒ (4) + 1 = 5
FS = either 16 or 18
WS: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Magrim walks through the haze and moves right next to Nefti, dropping his hammer. He tries to grab her once and she darts away, but the power of the Ruby Sage gives him another chance.
Standard: Grapple Nefti: 1d20 + 5 ⇒ (2) + 5 = 7
Free: Amazing Initiative, Grapple Nefti: 1d20 + 5 ⇒ (17) + 5 = 22
Ha, got you now! Surrender, and I'll call off Gertie. Gertie, here! Sic her!
Free: Attack Command
| Lagertha |
Gertie releases Kafar from her grip and attacks the wizard that her master is wrestling.
Bite, PA, vs Grappled AC: 1d20 + 3 ⇒ (8) + 3 = 11
Damage, PA: 1d8 + 6 ⇒ (1) + 6 = 7
| Shifty |
@Agraic - I'd say that the cloud wouldn't sicken you based on that. You'd drop out of Rage though due to the calmed emotion (it even cancels Morale bonuses).
Kafar avoids Gerties response to his parcel throwing.
Magrim moves in and begins a grapple...
Which provokes an AOO
Kafar slices at him...
Attack 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d6 ⇒ 3
+DC16 Fort save - Poison.
Nefti tries too...
Attack 1d20 ⇒ 6
Magrim blows through and gets a grapple going...
Gertie just missies the grappled foe!
Magrim Torgsun
|
I don't believe my grapple would provoke from Kafar...
If I'm wrong...
Fort: 1d20 + 8 ⇒ (2) + 8 = 10
Surge, grr: 1d6 + 1 ⇒ (4) + 1 = 5
Surge, grr: 1d6 + 1 ⇒ (6) + 1 = 7
17 save
Kel Na' Yaa
|
Fortitude Save: 1d20 + 4 ⇒ (17) + 4 = 21
Mythic Surge, if Needed: 1d6 + 1 ⇒ (2) + 1 = 3
Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Mythic Surge, if Needed: 1d6 + 1 ⇒ (5) + 1 = 6
EDIT: So just the one surge used on the will save, then? I think that's how they work anyway. I haven't cracked open the mythic adventures book in a while.
Kel, not in the least bit deterred by the spells surrounding him, steps forward Five Foot Step and strikes at Kafar again, this time his rapier moving blazingly fast! Surprise Strike, against Flat Footed
Attack, Surprise Strike, Piranha Strike, Precise Strike: 1d20 + 10 ⇒ (2) + 10 = 12
Roll Twice and Take the Better: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 13 ⇒ (7) + 13 = 20
Sneak Attack: 1d6 ⇒ 5
Normal Attack, Against Normal AC: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 13 ⇒ (6) + 13 = 19
Confirm Critical: 1d20 + 10 ⇒ (14) + 10 = 24
Extra Critical Damage: 1d8 + 13 ⇒ (2) + 13 = 15
Henrick Bulwark
|
Henrick draws his crossbow as he moves forward, just to the edge of the spell effects. He loads his crossbow and looks for a clean target.
Joe continues to press the bad guys, nipping at Kafar.
Bite Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Bite Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Confirm Crit?: 1d20 + 4 ⇒ (18) + 4 = 22
Confirm Damage: 1d4 + 6 ⇒ (4) + 6 = 10
I think the camel just bit the guys head off...
Agraic
|
Clearly the camel is missing his cigarettes and is taking it out on whatever is in front of him!
Swift Action for Mythic Surge: For Will Save(if allowed)
Mythic Surge: 1d6 ⇒ 2 If Enchantment, Agraic makes the save and doesn't drop out, otherwise he does and he's Fatigued for one minute.
| Shifty |
Errr - yeah, did we just have crit soup?
Kel steps in and delivers a well placed blow to Kafar which sends the man reeling - but the follow up is swift and beautiful... a small wound from the swashbucklers blade is all that is left - but that wound is over the heart and the results are immediate. Kafar is slain outright.
Camel Joe bites Nefti, but Nefti lives and has clearly had enough - calling for surrender.