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Guilford is able to identify the crown as a Crown of Swords.
Also, as you meander your way through the valley, the heat makes you wish you were back underground again. Two Fort saves vs hot weather unless you are still covered with Endure Elements. DC's 15 and 16.
Finally, as you near the taller peaks, you find multiple places to rest before getting into the higher terrain. Should you choose to do so, you may rest here for the night and continue your chase in the morning. If not, you may also utilize your mythic recuperation ability to cut that rest to 1 hour. Finally, you may opt to continue straight through anyway without resting. (This happens AFTER the Fort saves for the heat.)

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"Well-timed, everyone. His arrogance was short-lived. Who shall take the crown? Preferably someone who stands in the front row. Elena?"
As the Pathfinders move onwards, Ouroboreia doesn't appear to suffer any ill effects from the heat.
Still have endure elements up.
"We could use a fragment of our power to make a quickened rest and be on our way as soon as possible. The dragonlike creature mentioned people coming here before, and we can assume they did so recently. We should lose as little time as we can if we want to catch up with Kafar and Nefti."
Suggesting we use mythic recuperation to recover half our total Hp and all our daily abilities except mythic power. That would take us 1 hour and 1 MP.

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Fort save vs hot weather: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Fort save vs hot weather: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Using hot weather outfit, add another +1 from guidance if allowed
Not sure what failing one of the endurance checks does, and if it has any effect if we take the 1 hour rest.
"I'm not opposed to getting some rest and maybe get into a bit of shade, or at least get out of this heat. But I agree, we must hurry after who ever came through here before us"
Depending on what failing a save vs hot weather does, I'm fine with continuing straight away if that gets the majority vote. But I won't mind the quick 1 hour rest either

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Failing a hot weather save makes you fatigued until you are able to rest.
-Posted with Wayfinder

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Fort: 1d20 + 7 ⇒ (12) + 7 = 19
Fort: 1d20 + 7 ⇒ (12) + 7 = 19
Ryster is still fatigued, but I think it takes 8 hrs rest to negate the fatigue.

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Correct. A mythic 1 hour rest is just like a full 8 hours. Only exceptions are that you regain half of your total hit points and do not renew your mythic powers or any mythic abilities.
Looks like three votes for the mythic rest.

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Oh, I forgot about mythic rest. Ryster finds a comfy boulder and leans back, pulling his smoked goggles over his eyes....

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Fort: 1d20 + 4 ⇒ (7) + 4 = 11
Fort: 1d20 + 4 ⇒ (3) + 4 = 7
Gil votes to rest as well, and will replace a spell to memorize endure elements too.
-Posted with Wayfinder

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Roland will join the others.
fort, endurance, gear : 1d20 + 5 + 4 + 2 ⇒ (20) + 5 + 4 + 2 = 31
fort, endurance, gear : 1d20 + 5 + 4 + 2 ⇒ (13) + 5 + 4 + 2 = 24

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Upon hiking up the rising elevation, Elena and Guilford join Ryster in a slower pace, the heat sapping their strengths. Seeing an opportunity to rest, you do so quickly, meditating on the power of the Emerald Sage to give you strength.
Continuing your hike into the hours just after sunset, 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. As you continue along, the air becomes thinner and more difficult to breathe.
Fortitude saves for altitude! DC 15 or be fatigued!
The open valley offers an unobstructed view of the region, and you spot a the light of a campfire on a mountain nearby,clearly visible just a few miles away. The signal soon disappears, but it is enough to know that you are on the right path.
Hastening to the campsite takes little over an hour. There you find a recently extinguished fire, bloodied bandages, and fresh tracks.
Give you a tick to decide what to check out or when to proceed.

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fort : 1d20 + 6 + 4 + 2 ⇒ (7) + 6 + 4 + 2 = 19
"Zhis is not like zhe walk in zhe forest . I miss zhe birds and zhe sound of small animals ."

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Fort Save: 1d20 + 4 ⇒ (8) + 4 = 12
Guilford quickly looks over the campsite, still gasping for air.
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
-Posted with Wayfinder

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Sitting out of breath, Guilford looks at the bandages and finds thin, glassy worms caught in the gauze. Know (dungeoneering)

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Dungeoneering!: 1d20 + 10 ⇒ (14) + 10 = 24
-Posted with Wayfinder

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Guilford connects these glassy worms to those larvae contained in the bite of the akata beasts you felled earlier.

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Bear with me. Doing this a little less abstractly.
Finding nothing else of interest in the campsite, you move swiftly on. The terrain continues a downward slope to the point of the air becoming breathable again. So no more fatigued for Guilford! Yay!
The trail continues and leads you down a narrow and sinuous path. Turning a corner, you see a steep slope before you. From here, you again see a commanding view of the area beyond.
Initiative, Perceptions
E: 1d20 + 7 ⇒ (15) + 7 = 22 1d20 + 17 ⇒ (7) + 17 = 24
G: 1d20 + 11 ⇒ (1) + 11 = 12 1d20 + 10 ⇒ (16) + 10 = 26
O: 1d20 + 11 ⇒ (9) + 11 = 20 1d20 + 11 ⇒ (12) + 11 = 23
Ro: 1d20 + 5 ⇒ (12) + 5 = 17 1d20 + 8 ⇒ (11) + 8 = 19
Ry: 1d20 + 9 ⇒ (20) + 9 = 29 1d20 + 12 ⇒ (15) + 12 = 27
K&N: 1d20 + 6 ⇒ (1) + 6 = 7
Order:
Ryster
Elena
Ouroboreia
Roland
Guilford
K&N
Everyone but Roland sees two forms moving through the path ahead, but the ranger is quick enough in his reflexes to not get left standing on the bluff!
There is still a matter of the slope before you, however. To make matters worse, blowing sands obscure your view of your targets just enough that you will be unable to get any ranged attack off until you are right up on them (read: in an adjacent chase-card).
Standard action to do either 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. Feel free to describe how the PC 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.
Climb down quickly or Acrobatically drop down
- If you have a move speed of 20 or lower, you take a -2 on the check.
- You may assist someone you are on the same chase-card as.
- Of course you may attempt both to move ahead three spots. 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.
Party up!

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I will attempt to move three times.
Ouroboreia slides down the slope nimbly, avoiding rocks with great natural grace.
Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23
Next two rolls:
1d20 ⇒ 13
1d20 ⇒ 19
Feel free to browse my profile for the relevant modifiers. Please note that depending on the outcome of rolls (and which skill is used), I might use a mythic surge (+1d6) if I'm close to the DC but haven't reached it.

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I assume we can also do other things like in a "normal" chase ..as in cast spells? And that having a speed of above 30 gives you a bonus to your rolls
"There's someone in front of us! Let's catch up with them and see if those are ones we are after."
Elena will cast expeditious retreat on herself, getting ready to pour the speed on.

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Indeed, you may use spells and the like if you are not moving from the card (other than teleporting, dim dooring, etc.). Having a speed of 30 does not grant any bonuses, just does not carry a penalty. Having a speed of 40 would grant a +2 bonus, 60ft a +4.
Also, to move three cards, you must do both checks on the card you're on. So, in this instance, climb AND acrobatics.
-Posted with Wayfinder

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Right, I'm always confused about that rule, thanks for reminding me. Seeing that Climb isn't my strong suit, I'll use a Mythic Power to succeed automatically on the Climb check and move three steps.

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Roland gives chase, trying first to climb then jump.
climb : 1d20 + 7 ⇒ (2) + 7 = 9
acro : 1d20 + 7 ⇒ (13) + 7 = 20

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Ouroboreia takes a running leap down the slope before catching up to the two men by running along the vertical walls.
Roland tries to move forward as well but is unable to make the climb down the steep slope. (Reminder, it is a standard action to attempt one of the checks to move forward a single card. Alternatively, you may do both to try to move three cards as a full-round action.)
Guilford also tries to balance his way down the slope, but the drop seems too precipitous for him.
Elena and Ryster are up, at least one of whom is at Gen Con.

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ok, I will use that for his action next round. I was thinking a move and a standard...lol...not in chases.

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Had a quick to post.
Ryster tries to hop down as acrobatically as a dwarf can.
Dwarfbatics: 1d20 + 8 ⇒ (16) + 8 = 24

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Elena enhances her speed to more readily catch up while Ryster leaps down with surprising agility. The dwarf now finds himself in an increasingly narrow portion of the pass and must either use his Reflexes to avoid getting pinned or his brute Strength to push through it.
The two men, seeing others are gaining on them, work together to shove their way through the crack in the wall nimbly, using the brute force to shoot out along the path.
Strength: 1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 1 ⇒ (12) + 1 = 13
Escape: 1d20 + 11 ⇒ (13) + 11 = 24
1d20 + 1 ⇒ (6) + 1 = 7
Party up!

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Do Guilford & alii still need to make the checks Ouroboreia succeeded? I believe the "Clear the Path" rule to mythic chases would allow them to take a move action into the next square, then attempt the next check with a standard action. Also people, use those Mythic Powers! They won't be of any use if we lose the scenario.
Ouroboreia finds a way to nimbly slide through the cracks, making marks with a piece of chalk so that her companions may find the same path more easily. However, her path is soon blocked by a huge rock, much too heavy to deal with with her feeble arms. The void wizard focuses for a moment, calling upon the powers of the Ruby sage, and crushes the rock completely!
Escape Artist: 1d20 + 2 ⇒ (19) + 2 = 21
Strength isn't her strong suit, using a Mythic Power to succeed on the second one and move three squares.

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Ouroboreia, sadly it's one of the other. You may spend one use of your mythic power once per round. So clearing the obstacle for the others or automatically succeeding in the second check.

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Ah, so clearing the obstacle costs a MP? Alright, I'll use it to succeed then.
Meaning that I'll use the MP to succeed on my Strength roll.

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Howmany MP do we have for a given day? I could not really follow that in the short guide and do not have the full rules .

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Elena will try to attempt both challenges in her current square to move 3 squares as a full round action. If both are made, move 3 squares, if one is made and the other failed with less then 5 move 1 square, if failed by more then 5 I don't move. If both are failed I loose my next turn.
Elena goes over the edge...climbing a bit before deciding it's most likely faster to just jump down the last bit.
climb: 1d20 + 4 + 6 ⇒ (7) + 4 + 6 = 17
acrobatics: 1d20 + 6 ⇒ (8) + 6 = 14
We don't know the DC's for what we want to do do we? Not sure if it would be worth it to use a surge to try to boost my roll

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Ryster tries to use a combination of strength and reflexes to barrel through the narrow crevice. Trying for both squares to move forward three cards. "You better run, cause we comin' for ye!"
Reflex: 1d20 + 11 ⇒ (4) + 11 = 15
Mythic Surge STR!: 1d20 + 1 + 1d6 ⇒ (16) + 1 + (1) = 18

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Roland and Guilford both nimbly drop down as Elena tries to push forward, but she stumbles along the way making some progress but not as much as she'd wish. Correct, the DC's are unknown, allowing you to use a reroll if you like. Mythic Surge, however, can be used after the result is revealed to alter the result. Mythically. The trio find themselves in the narrow pass in time to see...
Ryster tucks in his shoulders and continues pumping his legs, throwing himself forward through the narrow opening! In his momentum, he nearly goes right off the edge of a narrow pass!
Roland, Guilford, and Elena, your options are Reflex Save or Strength.
Ryster, Acrobatics across the narrow handholds or Climb to use natural handholds to guide you across.
Ourboreia chases down the folks using more mythic power to boost her physical strength! Getting there, it seems that they are backed against a wall! Will or Survival.
The men look at Ouroboreia and slip straight through the wall!
Party up!