
GM Fez |

I need to get a map up tonight...
Fethril's acute elven eyes scan the area and find an enormous beast lying in wait, fifty feet above you, on the edge of the sandstone. It is cleverly hidden from less well-trained vision.
James doesn't see any tracks in the hard-packed earth, but figures the downward slope will lead to Kafar and Nefti's final destination.

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The elf makes a conscious effort to not panic. That response is for the baser races. However, how best to share this information with the others so as not to provoke some reaction based on fear.
"I am glad that thing is dead but I feel like I don't want to fight what killed it."
"But isn't that what humans like to do? Push themselves to their limits. To take their entitlement and privilege to exotic locales and kill or destroy the ecosystems? Maybe that is why Fate has seen fit to provide you with the opportunity to do it once again. How ironic that the only concern you voiced out loud is the one thing nature ensured you will have to do." Fethril merely stares at the human and begins casting a spell. "Haven't you figured it out?" With a long sigh of disappointment, "Your predator is concealed on the cliff above."
KNOW THINGS (Arcana/Dungeon/Nature): 1d20 + 7 ⇒ (16) + 7 = 23
Arcana would be a 25, Dungeoneering 24, Nature a 23
I would like to begin casting Bless. the beasty may have other ideas.

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Kelris looks up at where Fethril is pointing, seeing the Large creature Kelris shifts his stance to that of protection placing himself between the flimsy Elf and the large predator.
"Yes you are right ALL humans are out to destroy and enslave all the races of this planet, maybe we will have to mount up and go to your home later so I can see what I am up against." Kelris was with a mock grin.

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"Funny, I never mentioned 'slavery'. Interesting how your mind went right to that abominable practice. Certainly not one of your race's greater contributions. Perhaps we should suspend this intercourse until after the present situation has been resolved?"
Of course he threatens violence, even when receiving honest social feedback. Maybe I should take him to Kyonin. I'd like to see how quickly he loses grin of his when he sees just how a truly enlightened society interacts with its environment. Then with a grin of his own, Actually, maybe I should leave him there.

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James says "Let's argue later and kill this thing now! You can tell us all about those dark elves enslaving everything, then Fethril."

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Fethril looks as if he has been slapped. "How dare you?!?! Of all the impudence! Their twisted ways are an affront to all life. There is no greater curse upon Golarion itself. And you would say their blood-tainted stain is somehow connected to ALL ELVES? Surely you cannot mean this. They are so far removed from true elves that it is more accurate to say that all half-orcs are synonymous to every human, and that YOU should be held accountable for all their atrocities!" This last part is at the established edge of Fethril's composure. Spittle sprays as if to punctuate his growing rage at this clear and completely unprovoked attack.
His heart aches with true sorrow. Have all my efforts to enlighten them and improve their lives been for naught? How much more can I give them? Maybe they are all beyond hope. Perhaps they cannot be pulled up from the swamp their society is mired in. I had once believed that by being a light for a few of them that I could ignite an inferno of change. However, all they really want to do is burn down anything that challenges their reality. It would be somewhat humorous if it were not so tragic.

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Merisiel whispers something to Fethril.

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The mage slowly nods with relief and understanding.

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Kelris turns his face away from James and Fethril so his smile cannot be seen. "Yes we are not know at times for our temperament but I thought you Wizened and Intellectual Elves were. There are also many other races that Enslave, Dark Dwaves, Kobolds, Giants..." Kelris goes on for a minute as he readies himself.

GM Fez |

Fethril knows the beast is known as a Behir, though this one appears smaller than a full-grown beast. Temperamental and avaricious, the behir spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds. The creature’s six pairs of powerful, clawed legs remain folded against its sides most of the time, only extending in combat to grapple foes or carry the behir forward in a terrifying, low-slung gallop, or else when climbing the sheer cliff faces common to behir lairs.
In addition they are known to fire gouts of lightning from their mouths, shocking and charring its prey before swooping down to attack.
Fethril: 1d20 + 10 ⇒ (9) + 10 = 19
Merisiel: 1d20 + 10 ⇒ (8) + 10 = 18
James: 1d20 + 14 ⇒ (2) + 14 = 16
Morka: 1d20 + 6 ⇒ (2) + 6 = 8
Young Behir: 1d20 + 2 ⇒ (11) + 2 = 13
Realizing you know where it lies in wait the Behir roars at you. "Intruders! You dare tread upon my territory a second time?! You die now!"
Order 1st Round
Kelris, Fethril, Merisiel, James
Young Behir
Morka

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Able to set aside the short-comings of his human allies, Fethril rallys his concentration and completes his spell.
Bless. +1 to hit & Saves vs Fear.

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It's too far out of range to move and attack, even with a ranged attack, to take advantage of its flat-footedness. Could double move and use Surprise Strike with a thrown dagger, but then Merisiel would be isolated.
Merisiel delays, waiting for the beast to come closer. She counts on being able to dodge the beast's lightning and forcing it to close for melee. +12 Reflex with Heroism active, and possible Surge if needed (which I understand can be used after the results are revealed).

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Earlier, as they are investigating the defeated creature, Morka stands behind the group and witnesses the interaction of his comrades. It is obvious that he is rather uncomfortable by all of this, seeing that he is new in the group. He finally musters up the courage to speak up, but he keeps it short - like the pun he makes. "You know, guys. All the races actually have their shortcomings. I would know." He does a poor job at easing the tension as the creature on the hill attacks them.
When it comes to his turn, he will begin his bardic performance to grant everyone bonuses. I believe everyone will be on +2 to hit, +1 to damage, from bless and inspired courage!

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James moves forward and prepares for an attack.
Readied Scythe PA: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 Damage: 2d4 + 7 + 9 ⇒ (1, 4) + 7 + 9 = 21

GM Fez |

The behir rushes forth, scattering stones in its wake. It winds up latched onto the cliff face, making its way downward. After a double move the Behir ends up in its position on the map 25 feet in the air on the cliff. I don't know why they may these 50 feet high, but whatever.
Order 2nd Round
Kelris, Fethril, Merisiel, James
Young Behir
Morka

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Figuring on how bull headed he's being anyway... Fethril digs out some powdered horn from a pouch and throws a handful at the barbarian's back.
Casting Bull's Strength. The spell grants a +4 enhancement bonus to Strength and stacks with Rage (which provides a morale bonus)

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James steps to make sure the creature doesn't have a direct path toward Fethril and says "Thank you, that will help nicely." He then readies to attack the creature when it approaches.
I can use the previous roll or another if you want. With spell it's +2 to hit and +3 to damage.

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Merisiel will move forward 15', use Mythic Power for a Surprise Strike attack as a swift action (thrown dagger), then move back 15'.
Attack, IC, Heroism, Tier: 1d20 + 9 + 1 + 2 + 3 ⇒ (9) + 9 + 1 + 2 + 3 = 24
Damage: 1d4 + 2 + 1 + 2d6 ⇒ (3) + 2 + 1 + (3, 3) = 12 Bypasses any DR.

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Swing with PA and surge: 1d20 + 13 ⇒ (10) + 13 = 231d10 + 19 ⇒ (7) + 19 = 26
Spending 1 surge point to negate the -3 for PA
Kelris readies himself for when the creature attacks hoping to end it quickly.

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On his turn, Morka looks at his friends who are getting ready to strike at the creature. He holds his bow with confidence, and fires!
Shortbow+Point Blanc+Performance, Bless: 1d20 + 9 + 1 + 1 + 1 ⇒ (15) + 9 + 1 + 1 + 1 = 27
Damage: 1d4 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5 -- arrow damage
He maintains his performance. (round 5 for the day)

GM Fez |

The behir roars as a dagger finds itself lodged between the monster's scales. It climbs down further before dropping the last fifteen feet to the ground.
Damage: 1d6 ⇒ 3
It crawls over top of the worm's corpse and launches its lightning breath at Kelris and Fethril. Unfortunately, this causes the blisters covering the corpse to explode in a poisonous cloud. Everyone but Merisiel needs to give me a DC 17 Fortitude save vs poison or take 1 Con damage
Fortitude!: 1d20 + 10 ⇒ (1) + 10 = 11
Lightning Breath!: 7d6 ⇒ (1, 5, 4, 1, 4, 5, 4) = 24
Recharge!: 1d4 ⇒ 3
Fethril and Kelris, DC 20 Reflex save to avoid the lightning breath.
Morka's arrow finds another opening in the Behir's scales, damaging it more.
Order 3rd Round
(DC 17 Fort save Kelris, Fethril, James, Morka)
Kelris, Fethril, Merisiel, James
Young Behir -20 [1 Con damage]
Morka

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James shakes off the nasty cloud's effects and the yells "Move out of the cloud!" and them moves back and prepares to attack the creature should it come out.
Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
Scythe PA: 1d20 + 9 - 2 + 1 ⇒ (17) + 9 - 2 + 1 = 25 Damage: 2d4 + 7 + 9 + 1 ⇒ (2, 4) + 7 + 9 + 1 = 23

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Reflex+surge: 1d20 + 3 + 1d6 ⇒ (13) + 3 + (3) = 19
Fort Save: 1d20 + 7 ⇒ (7) + 7 = 14
Kelris tries to dive away fromt he Lightning but as the pustules blow up it all hits him at the same time, coughing and sputtering Kelris moves down to attack the Behir.
Mythic Smash: 1d20 + 14 ⇒ (2) + 14 = 161d10 + 10 ⇒ (9) + 10 = 19

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Coughing as he stumbles from the cloud, How could I allow myself to become so inattentive. Blast these humans! They take SO much effort to guide.
He finds his focus and launches an unerring attack of his own.
MM CL 3: 2d4 + 2 ⇒ (3, 4) + 2 = 9

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I just remembered that I took 'Rally'. It lets every ally within 30 reroll a d20. As no one has posted, can we say I used this so Kelris and I can take a second shot at those failures?
1d20 + 5 ⇒ (10) + 5 = 15
Good luck Kel!

GM Fez |

It took about 20 minutes to get through those tunnels.
Fethril's missiles dive through the clouds, injuring the Behir as it dodges Kel's strikes. It lashes out at the man with its massive jaws, attempting to grab a hold.
Crunch!: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d10 + 7 ⇒ (4) + 7 = 11
Grab!: 1d20 + 19 ⇒ (8) + 19 = 27
Fortitude!: 1d20 + 10 ⇒ (14) + 10 = 24
It manages to hold him and looks back up to its home on the cliff. The wind continues whistling through the gully, dissipating the cloud of poisonous gas.
Order 3rd Round
(DC 17 Fort save Morka)
Kelris, Fethril, Merisiel [Delay], James [Ready]
Young Behir -29 [1 Con damage, poisoned (1 save remains)]
Morka

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Morka coughs, doing his best to keep the smoke out of his lungs, and takes another shot at the monster.
Fort, Surge: 1d20 + 3 + 1d6 ⇒ (10) + 3 + (5) = 18
Shortbow+Point Blanc+Performance, bless: 1d20 + 9 + 1 + 1 + 1 ⇒ (15) + 9 + 1 + 1 + 1 = 27
Damage: 1d4 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8 -- arrow damage

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Now there is nothing Rule wise from what I have ever seen today that I cannot do this but up to you Fez
Kelris now grabbed by this creature pulls out his dagger from his right hip stabbing down at the Behir while still maintaining the grip on his Halberd.
Stab: 1d20 + 7 ⇒ (16) + 7 = 231d4 + 5 ⇒ (2) + 5 = 7
"You better eat me now beaty, because if you take me back to your lair and put me down I will kill you there." Kelris threatens the creature.

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Seeing his comrade being grabbed James moves in and attacks the creature.
Scythe Raging PA: 1d20 + 9 + 2 - 2 + 2 + 1 ⇒ (13) + 9 + 2 - 2 + 2 + 1 = 25 Damage: 2d4 + 10 + 9 + 2 + 1 ⇒ (1, 2) + 10 + 9 + 2 + 1 = 25

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Merisiel will double move around to flank it, then use Mythic Power for a Sudden Strike attack as a swift action.
Attack, IC, Heroism, Flanking, Tier: 1d20 + 9 + 1 + 2 + 2 + 3 ⇒ (19) + 9 + 1 + 2 + 2 + 3 = 36
Confirm: 1d20 + 9 + 1 + 2 + 2 + 3 ⇒ (7) + 9 + 1 + 2 + 2 + 3 = 24
Damage: 1d6 + 3 + 1 + 2d6 ⇒ (4) + 3 + 1 + (1, 4) = 13
Crit Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

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On his turn - Morka, pleased with himself and his performance this combat, will keep firing the bow.
Shortbow+Point Blanc+Performance, bless: 1d20 + 9 + 1 + 1 + 1 ⇒ (16) + 9 + 1 + 1 + 1 = 28
Damage: 1d4 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8 -- arrow damage

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Merisiel looks around for any valuables. She examines the carcass of the worm-thing, but it careful not to touch it.
Then she goes up where the Behir had been hiding and looks around.
Perception, Heroism: 1d20 + 10 ⇒ (15) + 10 = 25
"Fethril, with your magical training, you could quickly locate any magic items of note in this desolate waste. Might I ask you to Detect Magic?"

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With a smile and gracious bow to the ELF, "But of course. All part of my duties."
Detect Magic in the surrounding area, den.
Climb (just in case): 1d20 - 1 ⇒ (18) - 1 = 17
Perception: 1d20 + 14 ⇒ (3) + 14 = 17

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James looks at the corpses, "Both of them meet there ends in the same place. Are you ok Kelris? If so we should try and pick up that trail." He then begins searching for a trail.
Survival: 1d20 + 8 ⇒ (9) + 8 = 17

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"Well done everyone!" The halfling exclaims cheerfully! "Was that a Behir? My oh my, isn't it a little small? Heh, I've only read about them in books! Well, I sure am glad I had the rest of you guys with me, otherwise I would have been toast!" He smiles at the group, happy that they have once again found a way to work together.
He will help to look around the battlefield.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
He raises a question, to the party, "How is everyone doing on their mystical energies? That thing we found earlier, it might help replenish your strengths if we need to!"
Thank you Fethril, but I believe Morka is unharmed.

GM Fez |

It appears this Behir was too young to have much in the way of treasure stored in its lair, just some inconsequential small coins and a steel bracelet. However there is a 'ring' on one of its claws that glows with magic. Upon closer inspection it appears to be a crown of swords.
Although the behir’s remarks indicate that Kafar and Nefti 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. 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 finally begin ascending taller peaks. Onwards? Resting? Other things?

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Personally, I vote to rest, but I'm not certain how long its been or how much daylight we have left.
@Fez: Do you want me to roll for each heal, or are you alright taking the average of 5 hp per charge?