
GM XaveTheNerd |

Gardol, looking around, glimpses valuable equipment among the half-eaten man's body. He finds: a climber's kit, 100 feet of silk rope, a longbow with 20 arrows, a potion, and two strange tokens.
There are a total of 5 eggs. The eggs are quite large, so carrying more than 1 per person is notable awkward.
I prefer my eggs scrambled, but the Krihirik don't. Who's got what?

![]() |

Yes, we had best make haste before the owners of these javelins return.
Just to be sure, Herald casts Detect Magic to make sure nothing is missed.
Spellcraft DC16: 1d20 + 4 ⇒ (9) + 4 = 13
Spellcraft DC15: 1d20 + 4 ⇒ (16) + 4 = 20
Hmmm...these are Tree Feather tokens. Perhaps if we cause a mighty oak to appear where the nest used to be, we can confuse our rivals and gain some time.
If the party agrees with this plan, he uses one of the tokens to do so.
Herald will carry one of the five eggs.

![]() |

"....Do I have to carry the eggs of the big scary dinosaur...?"

![]() |

Detect magic
Spellcraft, DC16: 1d20 + 10 ⇒ (3) + 10 = 13
I'll have another look at this potion tomorrow. For now we make haste. Yes Malthus, grab your egg! Hold it tenderly!

![]() |

"Fiiine..."
Malthus then moves to cautiously pick up one of the eggs.

GM XaveTheNerd |

With all 5 of the eggs secured, (for all intents and purposes, they don't take up a hand if you'd need them for what's about to happen) the Pathfinders begin their journey back, but not even a few hundred yards from the dinosaur nest, the ravine suddenly falls silent--no birds, monkeys, or other jungle creatures are audible. You pause. A full, careful breath later, a bellowing roar echoes through the ravine, causing countless small birds and animals to abandon their hiding places and scatter as quickly as possible. A series of great shuddering cracks herald the downfall of several trees in the distance, and a second thunderous roar pierces the air, followed by the frantic shouts of panicked humanoids. Suddenly, a massive dinosaur bursts out of the jungle to the southwest, pursuing a dozen leather-clad explorers through the ravine. The furious creature sweeps up a straggler into its massive jaws and flings the screaming victim off into the jungle, roars, and rushes towards its next target.
Modified chase rules in effect. For each obstacle, choose either a skill check or use an ability (such as a spell). You're all working as a team, so the highest roll is the one that matters most, and all other results work to aid the roller. Using abilities can add a +2 OR +4 depending on how much it would affect the chase. Also remember that having less than a 30 move speed gives you -2/10 feet, and having greater than a 30 foot move speed gives you +2/10 feet.
Obstacle 1: Coming Through - The Aspis Agents (you guessed it) are running quickly away from the dinosaur, directly towards you. You may tell them to Eat your Dust with an Acrobatics check, or Knock them Flat with a CMB Trip attempt.

![]() |

Extreme internal screaming
Like some kind of cartoon scaredy-cat, Makthus tries to run as fast away from the freaking dinosaur!
Acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16

![]() |

What? I...whoa! Hold on there, not so fast. Look out!
Acrobatics: 20 - 2 = 18
If Herald has a Move action to spare, he will stow his shield to remove the -2 penalty to that roll.

![]() |

Orzworth also tries to move away swiftly from the dinosaur, but his steadiness keeps him from moving as swiftly as the rest of the party.
Acrobatics: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19

![]() |

Ferdrin, normally calm, stoic, and reasoned is suddenly struck with a surprised and worried look as the team begins running as fast as it can.
Uh...don't leave the slow, clumsy mage behind... please?
Acrobatics: 1d20 ⇒ 5

![]() |

Spotting the big dinosaur, he wonders for split second if he could grapple it but realizes it was a stupid idea and starts to run away like the rest.
Acrobatics: 1d20 + 6 ⇒ (8) + 6 = 14

GM XaveTheNerd |

The Pathfinders manage to scramble in time to not immediately meet the dinosaur. But, the dinosaur's thunderous rampage causes some rubble to fall right in your path! You may Go Around with Survival or Shove it Aside with a strength check. Remember, if you have a relevant spell or class ability, you may apply it.

![]() |

Fight-or-flight (or more accurately "run-the-hell-away!") having taken over Malthus, he sees the rubble fall and, not wishing to push his luck, tries to run around it!
Survival: 1d20 + 1 ⇒ (14) + 1 = 15

![]() |

Survival, aid: 1d20 ⇒ 14
Ferdrin picks up the pace a little bit... only to be slowed by falling rubble. He seems to handle it okay by slowing down and moving very deliberately, to not trip or fall.

![]() |

Strength: 1d20 + 3 ⇒ (13) + 3 = 16
Jerrid barrels through the rubble that falls in front of him, to provide space for the others to move through.

![]() |

Herald attempts to avoid the rubble as best he can.
Survival: 1d20 + 3 ⇒ (16) + 3 = 19
He's actually pretty spry for his age.

![]() |

Orzworth also tries to go around the rubble.
Survival: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17

GM XaveTheNerd |

With the entire party safely around the rubble, you come to clearing. In this clearing, the dinosaur manages to pick up enough speed to catch up and is now dangerously close to you. You may Get off the Road with a Stealth check, or Fend Her Off (Yup, it's the mama) with an attack roll.

![]() |

YAAAAAHHHHHH!!!
Herald shouts menacingly (he hopes) at the mighty dinosaur as he tries to smash one of her toes.
Fend Her Off!: 1d20 + 5 ⇒ (2) + 5 = 7
He narrowly avoids smashing his own toes into pulp.
The good news is that, with that abysmal roll, the party is still free to try either method. I wasn't going to help with either one.

![]() |

With the mama gaining speed Malthus, against his better judgement, draws his rapier and tries to fight off the dino!
Fend her off: 1d20 + 7 ⇒ (6) + 7 = 13
But he notices the sheer size of the beast and is paralyzed in fear, before his flight-or-flight instinct forces him to run like hell!!!

![]() |

Oh, really? We're going to fight a dinosaur. Okay. My affairs are not in order...
Fend her off...?: 1d20 ⇒ 5
The mage unsuccessfully tries a bout of slap-fighting at the dino. When it doesn't work he runs after Malthus.

![]() |

Fend Her Off: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Egg cradled in his hands, Orzworth spins and kicks at the beast as it approaches before fleeing once more.
Remember that each person can pick either check and still aid the highest roll, whichever check it happens to be.

![]() |

lol, stealth would have been no better

![]() |

As the big mama dinosaur gets closer, Jerrid sends a hard kick toward the dinosaur's leg, trying to at least make it stumble.
Fend Her Off: 1d20 + 7 ⇒ (10) + 7 = 17

GM XaveTheNerd |

In the chaos of people waving pointy sticks in her face and Gardol splitting from the group for a moment, the dino missteps and you each gain a bit of ground back.
In your scrambling, you manage to make it to a waterfall that feeds a pool and stream that cut across a broad section of the ravine, and sharp-toothed fish are leaping out of the water in anticipation of a meal. You may attempt to Jump Over with an Acrobatics check, or Brave the Water with a Swim check.

![]() |

Swim: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Even cradling an egg under one arm, Orzworth is a decent swimmer.

![]() |

Jump. Jump. Jump! Jump! JUMP!
Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11
"WHYYYYYYYYYYYY MEEEEEEEEEEEEE?!?!"

![]() |

acrobatics: 1d20 ⇒ 5
Ferdrin tries to hold up his cloak and leap over. He ends up wet and dodging fish instead.

![]() |

Herald looks at the distance to jump and decides it's a young man's jump. He wades into the water, hoping his armored jacket will protect him.
Swimming: 1d20 - 1 ⇒ (2) - 1 = 1
Again (or still), if he has enough time, he stashes his shield for a +2 adjustment.
LOL. Never mind.
He misjudges the weight of his jacket and shield and sinks to the bottom. Holding his breath, he walks across the bottom as quickly as he can.

![]() |

Acrobatics: 1d20 + 6 ⇒ (15) + 6 = 21
Spotting the water and the dangerous looking fish, Jerrid suddenly picks up speed and leaps across the water.

GM XaveTheNerd |

Everybody does manage to make it across the water without too much trouble (though Herald has to disconnect a few piranhas before they bite on too hard). Ahead, you all spot the Aspis agents trying to cross a deep pit by swinging on vines. You may Shoot the Vines, dropping Aspis agents into the way of the approaching dino with a Ranged Attack, or Find the Shortcut the Aspis didn't with a Perception check.

![]() |

Herald tries to find a way without alerting or attacking the Aspis agents.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

![]() |

Seeing the Aspis leaving themselves vulnerable on the vines, Ferdrin tries to drop them in the path of the rampaging dino.
Ranged attack: 1d20 + 1 ⇒ (2) + 1 = 3
Okay, so I'm a bad shot, but somebody help me cut them down from those vines!

![]() |

Perception: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Orzworth tries to help the Herald, but he is distracted by almost dropping his egg.

![]() |

Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Malthus is too scared to see straight That definitely makes sense

![]() |

Well, at least someone can roll over 10. :)

![]() |

Jerrid tries to find a way through the vines but isn't much helpful.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

GM XaveTheNerd |

GARDOL SAVES THE DAY. His arrow manages to drop down not one but TWO Aspis agents, and the dinosaur quickly tears into them, giving you even more space. Then, Herald spots a dense patch of foliage that would likely slow the dinosaur even more. You may get through this dense foliage by Going through the Weak Spot with Knowledge (nature) or Squeeze Through with Escape Artist.

![]() |

Escape Artist: 1d20 + 3 ⇒ (17) + 3 = 20
Apparently Malthus finds a particularly greasy patch of foliage, because he slips right through!

![]() |

Escape Artist: 1d20 + 0 ⇒ (16) + 0 = 16
Herald, shield stashed on his back, follows Malthus through the foliage easily.