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Down 23 HP
Kelris picks himself up from the ground as the Behir dies. "Ya I am ok, Thanks for the assistance. Good thing we were still on the ground if it died while climbing the cliff face I may have gone splat." Kelris says with a smile at James.
Survival Aid James: 1d20 + 7 ⇒ (8) + 7 = 15
Are they plastic water bottles in the Desert? Tsk tsk
"On wards I think, I am still good to go." Kelris says

GM Fez |

I'm fine with taking average, but I don't think that will be necessary if you guys rest. It will be dark in about 4 hours and there are two choices for resting at this point: Full 8 hr rest to regain all hit points/spell slots etc. Or you can spend one mythic point to rest for one hour to regain up to half your full hp as well as class features that are usable per day (rage, spell slots, performance, etc.)
Leather bottles. They're ex Aspis, so they're trying to get their act together.

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With a sigh, "So be it..." My rather ignorant and short sighted 'friends' 'allies'. I only pray Nethys guides me past your foolhardy eagerness.
So, rest and then top of HP with the wand. 1 charge for me & 1 charge for Kelris. By my math, we are both at full HP now.

GM Fez |

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 open valley offers an unobstructed view of the region, and manage to spot a campsite on a mountain nearby; the light of a campfire is clearly visible in the darkness just a few miles away. The signal soon disappears, but it is enough to confirm that you are on the right path. When you reach the campsite, over an hour later, you find a recently extinguished fire, bloodied bandages, and fresh tracks.
worms caught in the gauze. A DC 20 Kn. (dungeoneering) check reveals more information.

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Perception: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Dungeon: 1d20 + 8 ⇒ (15) + 8 = 23
The cleric takes a look at the bandages. "It would seem our quarry has had issues of their own to contend with."

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James looks over the camp and says "It appears so. Maybe we can catch up to them and get this over with."
Perception: 1d20 + 8 ⇒ (12) + 8 = 20

GM Fez |

The glassy worms are those transferred from an Akata's bite. They are parasites that infect humanoid hosts, giving them a disease known as Void Death. Those that die due to Void Death become Void Zombies, terrible undead with lashing tongues that sap the strength from their victims.
I need a DC 15 Fortitude save from everyone for moving high into the mountains. If you fail you're fatigued until you come back down from the mountainside or you heal it with magic or mythic means.

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Fort vs DC 15: 1d20 + 5 ⇒ (19) + 5 = 24
After casting the bandages aside and ensuring the on no parasites on himself or allies, "Well it would seem on of our Aspis friends has begun a second journey. If he dies from his infection, he will rise as an undead and no doubt kill his associate."

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Having lived near sea level his entire life James is feeling drained. Huffing and puffing he says, "I'm feeling like I just came out of a fight but I'm not recovering like I normally do."
Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7

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"Hey, James. Can you carry me?" the halfling asks the large barbarian as they climb the mountain.
Fort: 1d20 + 3 ⇒ (12) + 3 = 15

GM Fez |

Leaving the campsite, you follow a trail down the mountain, returning to a low pass altitude zone and losing any fatigued conditions gained from altitude effects. The narrow and sinuous path down the mountain limits visibility, so you only spot your quarry just as your group reaches the end of the trail. I forgot to update the map for this next section. I need to do that tonight.

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"I wish we had some mounts so we could catch up to them." Kelris says looking at his group. "We are close now Fethril, once we have caught back up to them you can rest, I know I asked a lot of you." Kelris says patting the small Elf gently on the shoulder

GM Fez |

This is one of the bits that is polarizing. A chase scene. A mythic chase scene. Here's the skinny from the scenario:
This encounter uses the chase rules from page 232 of the Pathfinder RPG GameMastery Guide as well as new rules for mythic chases (see sidebar). Each square represents approximately 30 feet of distance between the Aspis agents and the PCs, and the PC must close within 30 feet of the two (i.e. in the same square) in order to catch them. You can use the chase diagram (in the map hyperlink) as a visual aid to help the PCs track their progress and judge their distance from Kafar and Nefti. The PCs begin on the High Ground square.
Due to the twisting pathway, severe winds, and airborne sand, it is virtually impossible to target any creature more than two squares away; the PCs may catch glimpses of Kafar and Nefti further away, helping them to gauge their progress during the chase, but the range of most attacks is limited. This feature also limits the effective range of accurate teleportation like dimension door. Finally, the severe winds cause a flying creature to take a –4 penalty on checks to avoid obstacles, resulting in a net +6 bonus on checks to avoid obstacles for flying creatures instead of the normal +10 bonus.
If at least half of you make a DC 16 Stealth check I'll make another note for the final encounter.
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.

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Fethril represses the sneer that tries to come to his lips. "Yes Mister Bartel, this entire journey has been very taxing. Thankfully Merisiel has been here to help us all along the way."
Stealth: 1d20 + 3 ⇒ (7) + 3 = 10

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Merisiel tries to keep out of sight as she closes with the Aspis agents.
Stealth: 1d20 + 12 ⇒ (16) + 12 = 28
So I can use either the "There they are!" DC 20 Perception check or the "Quick, before they spot us!" DC 16 Initiative check to move to the next square? Both are equally helpful? Choosing the latter.
Initiative: 1d20 + 10 ⇒ (16) + 10 = 26
Her grace and speed are remarkable.

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James tries to quietly pursue their targets but makes the sound of a bull in a china shop but he does move forward.
Stealth: 1d20 - 1 ⇒ (1) - 1 = 0
Initiative: 1d20 + 14 ⇒ (5) + 14 = 19

GM Fez |

So the skinny on chase scenes. There are two obstacles on a given card. You can attempt one obstacle to move to the next card, or you can attempt both to move three cards. If you fail either of the obstacles you don't move any cards. If your speed is less than 30 feet you get a -2 penalty for each 10 feet less than 30 you move. The reverse is also true, if you have more than 30 foot movement you gain a +2 bonus for each 10 feet more than 30. Flying gives you a huge bonus, though it is only +6 here because of the winds (see above).
Fethril: 1d20 + 7 ⇒ (17) + 7 = 24
Kafar and Nefti: 1d20 + 6 ⇒ (1) + 6 = 7
Morka: 1d20 + 6 ⇒ (6) + 6 = 12
Kafar and Nefti: 1d20 + 6 ⇒ (17) + 6 = 23
Meri, James, and Kel, if you guys want to attempt the Perception obstacle as well if you want to move 3 cards please feel free.
Order 1st Round
Merisiel, Fethril, James, Kelris
Kafar and Nefti
Morka

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So Merisiel has a 55% chance to make a DC 20 Perception. Make it, and she moves 3 squares. Fail, and she moves 0. Worth a shot.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Merisiel finds a shortcut to help close the distance faster!

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James peers through the sand and sees their quarry.
Perception: 1d20 + 8 + 8 ⇒ (20) + 8 + 8 = 36

GM Fez |

Welp, that was fast. Chase over.
Your group is on Kafar and Nefti almost before they realize you're there. They do slip your grasp a bit, but you manage to corner them in the gorge just before your destination. The sandstone walls above you give some protection from the wind reducing the wind speed to moderate. The two men turn to fight when they realize they can't get away.
Fethril: 1d20 + 10 ⇒ (12) + 10 = 22
Merisiel: 1d20 + 10 ⇒ (17) + 10 = 27
Kelris: 1d20 + 11 ⇒ (1) + 11 = 12
Morka: 1d20 + 6 ⇒ (19) + 6 = 25
Kafar: 1d20 + 6 ⇒ (7) + 6 = 13
Nefti: 1d20 + 6 ⇒ (1) + 6 = 7
Map to be updated.
Order 1st Round
Merisiel, James, Morka, Fethril
Kafar
Kelris
Nefti

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The mage holds out his hands, "We have no desire to fight you. Indeed, we have heard that you have come to see shine has fallen off the Aspis, allowing you to see the tarnish. It has been a long day. Why don't we try to reach an amicable solution. One that does not put any of our lives at greater risk. What say you?"
[dice=Diplomacy]1d20+4[/dice

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The sudden diplomatic side from Fethril, takes Morka by surprise, who instinctively went for his bow. Without taking out his weapon, he nods, "Hey guys, i'd listen to the elf, if I were you, it's been a long day, and we would like to avoid any bloodshed if we can. Why can't we just be friends?"
Diplo, aid: 1d20 + 10 ⇒ (8) + 10 = 18

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Was waiting for the map to be updated.
Merisiel will hold her position and wait to see the outcome of Fethril's negotiation.
She would like to move up and draw her sap, but that might hurt the Diplomacy attempt.

GM Fez |

Kafar and Nefti freeze, clearly not expecting diplomacy at this stage. They stop, and consider, seeming to speak to each other without saying anything. Now that they're not running its easier to see how haggard they are, pale and covered in bandages. Finally, the man with the beard, Kafar, responds. "What solution do you propose?"

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"Well, first things first. I am Fethril Support, and this is my team. Which one of you is Kafar? We have come to understand that along with your pupil Nefti, the pair of you have come into possession of two rather unique gems. We also know believe you have come here at the behest of an entity claiming to be The Diamond Sage seeking the Sanctum of the Sages."
He pauses a moment so they can understand the weight of that information. "The Pathfinder Society works closely with the recognized Sapphire Sage. He has great interest in the events unfolding here. Unlike your ...former employers, The Society rewards such bravery and resourcefulness. Indeed, were you and your protegee to consider joining The Pathfinders, you would find yourself amongst like minded souls. Certainly you would not be the first to defect."
"My proposal is simple. The pair of you join with us, allow my team to examine the gems you have acquired, and the entirety of our newly formed party meet with the Diamond Sage as planned. Upon completion, we will speak on your behave to earn a field commission as a Pathfinder. If the deal needs to be sweetened, we have some food and water available to us."
Saving his trump card for last, "Oh, and I believe at least one of you is suffering from an parasitic infestation. They look like worms made out of glass. This in and of itself may be problem enough to the squeamish. However, they are actually an indication of something much more serious. Were you to be willing to join us, we can see to it that aid might be rendered to save a horrifying death." Fethril then explains the symptoms and cycle of Void Death in explicit detail. Throughout the lesson, he is sure to mention his ties to Nethys and often touches his holy symbol 'absentmindedly'.
The glassy worms are those transferred from an Akata's bite. They are parasites that infect humanoid hosts, giving them a disease known as Void Death. Those that die due to Void Death become Void Zombies, terrible undead with lashing tongues that sap the strength from their victims.

GM Fez |

The bearded man puts one hand up to his chest and gives a slight bow. "I am Kafar, and you are correct, this is my companion, Nefti. Unfortunately for you and your group we were just on our way to the Pillars of the Sun to meet a prospective client. You see, we have already sold the gems, and I have documents to prove it." Reaching into his bag, Kafar produces three documents. Two are terms of sale and the third is a letter of credit for 6,000 gold pieces. All three are signed by a buyer named Angvar Branmaz.

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"Well. that it good news for one of you. Given what I saw, only one of you will live long enough to collect that money. That is assuming the one who turns into a void zombie doesn't kill the other while he sleeps. Perhaps you should reconsider. Afterall, you can always return the money. You would have the rest of your life to earn that much again."
Heal: 1d20 + 7 ⇒ (15) + 7 = 22
Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23

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Merisiel takes a look at the note.
Knowledge (Local): 1d20 + 7 ⇒ (11) + 7 = 18
So close... SURGE! Now down to 4 Mythic Power.
Surge: 1d6 + 1 ⇒ (4) + 1 = 5
"Oh... huh... Grandmaster Torch is the buyer."

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Morka listens carefully to the conversation as it unfolds, choosing to let Fethril do most of the talking.

GM Fez |

Taking a closer look, it appears that both Kafar and Nefti have contracted the Void Death disease. Luckily Fethril's studies have shown him how to start taking care of those afflicted.
The two are still wary, but put away their weapons entirely. Nefti finally speaks, voice hoarse from the rough travel, "Are you sure your Society will take us in? We have quarreled with your kind before, often to someone's death..." They're Indifferent now, just need one more Diplomacy check to win them over fully...

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Diplomacy, Surge: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (5) = 29
Morka steps up to the challenge, to help draw the two adventurers in, "The Pathfinder Society has it's share of challenges. To be honest, we are all a bunch of misfits here, I mean, look at us!" not off to the best start, the halfling intends to finish on a good note, "But - the Society takes care of their own. I've been traveling with this group for a few months now, and I really think we've got a great thing going. I'm sure, no, I'm positive you will find your own way within the Society. And the money isn't even the best part, it's the laughs a d stories along the way! So want do you say?"