| GM Fuzzfoot |
While it pains you to watch, the blade does prove stronger than the stone, and eventually you dig a hole into another passage below.
A system of tunnels runs under the temple, cutting through the mountains. These dark, 10-foot-wide round passages extend throughout the region, allowing the creature that created them to travel throughout the Pillars of the Sun. Spots along the rough walls show signs of chemical reactions between the rock and some unknown substance.
I need everyone who can to make a DC 20 Knowledge (dungeoneering) or
Survival check to pick up the trail. Failure means you will wander lost for a few hours.
Professor Dario Westone
|
Knowledge, Arcana: 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge, Nature: 1d20 + 7 ⇒ (19) + 7 = 26
Dario leans down to stick his head into the hole, carefully touching the side of the tunnel. "Ah, this seems to be series of tunnels dug by Death Worms. Yes, you can see how the earth here is folded back on itself, that comes from the pattern on their hides and how it folds and re-folds back on itself. It pushes the dirt in the same way."
The half-elf swings himself down into the tunnel, casting a light spell on his scimitar. "I should really get one of those ever burning torches, you know. Very handy." He looks back and forth between the tunnels and then points at one. "This way, I believe."
Knowledge, Dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25
| Vellestir the Wise |
Very sensible observation, my friend. I'll be on guard!
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 - any dangers, traps, hidden enemies along the way.
Even flying at half speed, he still has a speed of 30 feet, so he can move and look around carefully.
Fiata Oe
|
Fiata also casts a spell. Her banner of the Open Road gives off light as if it were a bright burning torch.
Casting Light on the banner.
Survival: 1d20 + 4 ⇒ (19) + 4 = 23
Kenji Haru
|
kn arcana : 1d20 + 9 ⇒ (5) + 9 = 14
kn dungeoneering : 1d20 + 9 ⇒ (11) + 9 = 20
Nevedno de'Morcaine
|
knowledge arcana: 1d20 + 6 ⇒ (3) + 6 = 9
survival: 1d20 + 3 + 3 + 1d6 ⇒ (9) + 3 + 3 + (3) = 18 Using a spirit surge for an extra 1d6
Remember anyone can make a survival check. If you partook in the séance, you have a +1 and it is a class skill.
Nevedno isn't really sure of the correct direction, but if he doesn't get any better advice, he will pick a tunnel and scout ahead looking for dangers.
perception: 1d20 + 9 ⇒ (12) + 9 = 21
stealth: 1d20 + 11 ⇒ (4) + 11 = 15 Apparently he trips over his own feet.
| GM Fuzzfoot |
Most of you easily recognize the signs of your quarry, and so you feel comfortable that you have not lost much time in pursuit. Eventually you reach the surface.
Two tall sandstone outcroppings rise to the north and south, channeling whistling wind and stinging sand through this pass. The carcass of a giant serpentine beast covered in dried blisters lies in a heap at the gorge’s narrowest point, the body savaged by some powerful predator.
Vellester notices a huge bestial creature up top the cliff, hidden among some outcroppings.
Dario: 1d20 + 5 ⇒ (2) + 5 = 7
Fiata: 1d20 + 3 ⇒ (3) + 3 = 6
Kenji: 1d20 + 2 ⇒ (5) + 2 = 7
Nevedno: 1d20 + 4 ⇒ (2) + 4 = 6
Vellestir: 1d20 + 7 ⇒ (2) + 7 = 9
Zeta: 1d20 + 4 ⇒ (18) + 4 = 22
Cretaure: 1d20 + 1 ⇒ (10) + 1 = 11
Round 1: (bold may act)
Zeta/Vellestir
Creature
Dario
Kenji
Fiata
Nevedno
| Vellestir the Wise |
Vellestir, seeing what Zeta is doing, flies off to the side and starts shouting loudly at the creature on the draconic language:
Ha, a pathetic parody of real dragons. You don't even have wings! What can you do? Do you even know how to breathe fire? Well, breathe into me, weakling. I'm a real dragon, not like you, a mixture of a lizard and a cockroach... - and so on and so on, clearly trying to divert the first blow to himself.
Hmm, does the blessing of the sages extend to familiars? Well, you never know...
| GM Fuzzfoot |
Hmm, it wasn't addressed, so I would say no - familiars don't get the blessing.
The creature moves swiftly around the rocks, staying up on the cliff.
"You again! I told you to stay out of my territory!"
It looks like it has a readied action.
| GM Fuzzfoot |
Round 1: (bold may act)
Dario
Kenji
Fiata
Nevedno
Round 2: (bold may act)
Zeta/Vellestir
Creature
Kenji Haru
|
knowledge to identify all same modifier: 1d20 + 9 ⇒ (13) + 9 = 22
Hmmm ... what is this creature? Ruby sage, please share your knowledge with me!
Kenji casts divine favor on himself and moves away from the group.
| GM Fuzzfoot |
Professor Dario Westone
|
Knowledge, Arcana: 1d20 + 7 ⇒ (1) + 7 = 8
"A dragon! Run! It'll eat us!" The Professor sprints across in the direction of the cliffs. He makes it several paces and then simply vanishes.
Move 30 feet and then cast Vanish (3 rounds of invisibility).
Fiata Oe
|
A DRAGON?!?! Fiata tries to rally the confidence of the others. "Surely the infused strength of a Scarab Sage is enough to even the odds. Stand firm!
Inspire Courage. Round One of Ten. Nine rounds remain. +2 to hit & damage. +1 to saves against Charm & Fear.
Just a quick reminder on how Flagbearer works. When I am holding my flag (Sigil of the Open Road) every ally within 30' of me has a constant +1 MORALE bonus on rolls To Hit/Damage and saves vs FEAR. THIS DOES NOT STACK WITH BLESS, but it does free up a slot for me. I can also 'Inspire" 10 rounds a day which will offer a +1 COMPETENCE bonus on To Hit & Damage rolls. The bonus should include pets, companions and summoned creatures as well.
Nevedno de'Morcaine
|
knowledge arcana: 1d20 + 6 ⇒ (4) + 6 = 10
I am not ready for this.
Looks around for a place to hide while getting his crossbow ready.
If there is enough cover to make it worth while, will try a stealth check. If not, move him another 15' further.
stealth: 1d20 + 11 ⇒ (12) + 11 = 23
| GM Fuzzfoot |
Cover is scarce, but there is enough that your stealth seems to work.
Zeta, you're up!
Zeta Forli
|
Oh ! I'm sorry, I didn't realize we were waiting for me!
Zeta is rapidly increasing in size before your eyes. His eyes are blazing with fire, heat seems to emanate from her - literally a real efriti!
She intercepts the halberd more conveniently and prepares to beat the monster.
Mwk Halberd (PA, Mythic, Inspire): 1d20 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 102d8 + 7 + 1 + 2 ⇒ (4, 3) + 7 + 1 + 2 = 17
ready action
Kenji Haru
|
"Everyone! Be careful! This is a young behir. They climb up and over rocks as easily as they walk, it seems. They are a magical beast, have strong Fortitude, decent reflexes, but low willpower. They can breath lightning, and are therefore also immune to electrical attacks. Up close, this will be a very formidable opponent." Kenji shouts.
| GM Fuzzfoot |
The creature does climb down rapidly and breaths electricity at Kenji, reaching Zeta as well.
Damage: 7d6 ⇒ (1, 1, 3, 1, 2, 3, 1) = 12
Reflex DC 20 for 1/2 damage
Round 2: (bold may act)
Dario
Kenji (12 or 6 dmg, pending save)
Fiata
Nevedno
Round 3: (bold may act)
Zeta (12 or 6 dmg, pending save)
Vellestir
Behir
Kenji Haru
|
reflex : 1d20 + 8 ⇒ (14) + 8 = 22
Kenji can dodge the lightning and 5 ft steps.
"This is soooomething foooooor my swoooooord!!!" Kenji howls and attacks.
+1 Adamantine Greatsword: 1d20 + 11 ⇒ (10) + 11 = 212d6 + 10 ⇒ (2, 6) + 10 = 18
And he strikes again by using his ki.
+1 Adamantine Greatsword, swift action Ninja ki attack : 1d20 + 11 ⇒ (7) + 11 = 182d6 + 10 ⇒ (4, 5) + 10 = 19
+1 Adamantine Greatsword: To hit +10: BAB +3, Enhancement +1, Str +4, Fiata +3 Damage 2H +10: +4 +2 +1, Fiata +3
Nevedno de'Morcaine
|
Nevedno jumps from the little cover he has managed to find and fires at the giant reptile.
crossbow att: 1d20 + 6 ⇒ (6) + 6 = 12, if hits, crossbow damage: 1d8 ⇒ 3
As it bounces off the scales, he curses and begins reloading.
| GM Fuzzfoot |
Unfortunately, Kenji only manages to get the first strike through, but it is a solid hit.
Round 2: (bold may act)
Dario
Kenji (6 dmg)
Fiata
Nevedno
Round 3: (bold may act)
Zeta (12 or 6 dmg, pending save)
Vellestir
Behir (18 dmg)
Inspire Courage. +2 to hit & damage. +1 to saves against Charm & Fear.
Thanks for the reminder, Fiata - although it looks like Kenji did remember. You can take your round 2 actions now.
Zeta Forli
|
Ref: 1d20 + 1 ⇒ (20) + 1 = 21
Easily bouncing off the jet of electricity, Zeta rushes forward with a frenzied cry!
Charge, AC -1
Mwk Halberd (PA, Mythic, Inspire): 1d20 + 6 + 1 + 2 + 2 ⇒ (8) + 6 + 1 + 2 + 2 = 192d8 + 7 + 1 + 2 ⇒ (4, 4) + 7 + 1 + 2 = 18
OK Surge: 1d6 ⇒ 2 = 21 to hit
Vellestir flies overhead and does not take an active part in the battle.
Professor Dario Westone
|
"Right! A Behir! That's what I was saying..." The Professor's voice comes from nowhere. "Now, let's rally and bring it down!"
Activate Freebooter's Bane on the behir. +1/+1 to hit/damage that stacks with Fiata's bonuses. Single move while invisible.
| GM Fuzzfoot |
Zeta strikes the behir, and it recoils in pain, and perhaps surprise.
It responds by whipping its tail around, and grabbing Zeta.
Grab: 1d20 + 22 ⇒ (16) + 22 = 38
Constrict damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19
Round 3: (bold may act)
Dario
Kenji (6 dmg)
Fiata
Nevedno
Round 4: (bold may act)
Zeta (25 dmg, grappled)
Vellestir
Behir (36 dmg)
Inspire Courage. +2 to hit & damage. +1 to saves against Charm & Fear.
Zeta Forli
|
Zeta pulls out a scimitar and strikes back with a shout!
Scimitar (PA, Mythic, Inspire, Freebooter's Bane) & Surge: 1d20 + 1d6 + 5 + 2 + 1 + 1 ⇒ (8) + (2) + 5 + 2 + 1 + 1 = 191d10 + 4 + 2 + 1 + 1 ⇒ (8) + 4 + 2 + 1 + 1 = 16
I hope behir's AC is reduced due to the grapple
| Vellestir the Wise |
No! Don't you dare! Zeta, cut him down! - with a bass cry, a small dragon swoops down on a huge monster...
Bite - AID: 1d20 + 9 + 2 + 1 ⇒ (12) + 9 + 2 + 1 = 24
... and immediately flies back. (Flyby Attack)
Zeta's total result is 21
Kenji Haru
|
"Nooooo!!!" Kenji howls and attacks.
+1 Adamantine Greatsword: 1d20 + 12 ⇒ (6) + 12 = 182d6 + 11 ⇒ (6, 1) + 11 = 18
+1 Adamantine Greatsword: To hit +12: BAB +3, Enhancement +1, Str +4, Prof +1, Fiata +3 Damage 2H +11: +4 +2 +1, professor +1, Fiata +3
Professor Dario Westone
|
Unseen, Dario creeps up beside the Behir and lashes out with his scimitar. The Professor shouts as he reappears, whirling and hacking at the scales. "Aha! The Bodarian gambit works again to catch you by surprise!"
Attack (bard, FB, luck): 1d20 + 8 + 2 + 1 + 2 ⇒ (16) + 8 + 2 + 1 + 2 = 29
Damage (bard, FB, luck): 1d6 + 5 + 2 + 1 + 2 ⇒ (4) + 5 + 2 + 1 + 2 = 14
Using a point of Luck for more bonus!
Nevedno de'Morcaine
|
buffs:
flagbearer +2 to hit +1 damage
Nevedno quickly reloads and fires again at the giant reptile while shuffling to the right.
crossbow att: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24, if hits, crossbow damage: 1d8 + 1 ⇒ (8) + 1 = 9
Uhmm... You folks know this isn't really our target. We don't have to kill it. We just have to get past it.
| GM Fuzzfoot |
Between the grappling and the aid, you manage to put the beast down before it could destroy you!
Treasure: The behir’s relative isolation leaves it with
little treasure. It wears a crown of swords (Pathfinder RPG
Ultimate Equipment 242) as a ring on one claw.
Tracking at this point seems useless, but 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.
I need 2 Fort saves from each of you, due to the heat - unless of course you have endure elements or something similar helping you out.
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 begin ascending taller peaks.
If you intend 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.
Fiata Oe
|
As I recall, waaaay back in October, Zeta and Fiata have wands of Endure Elements and are covering the party.
"No doubt they will be making better time just the two of them, but we may consider resting a bit."
| GM Fuzzfoot |
OK, then we don't need the checks. And since no one else chimed in, I assume you get 8 hours rest.
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 after watching the sunrise, you spot a campsite on a mountain nearby; the smoke of a campfire is clearly visible 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.
Knowledge (dungeoneering) check:
Kafar and Nefti’s camp is situated in a high pass altitude zone and reaching the site speedily requires a successful Fortitude save to avoid becoming fatigued due to the lack of oxygen. I don't think endure elements will counter this.
Kenji Haru
|
Perception: 1d20 - 2 ⇒ (2) - 2 = 0
kn dung: 1d20 + 9 ⇒ (1) + 9 = 10
Kenji looks around and shrugs.
"I feel coooooompletely cluuuuuueeless! Almooooost as if the sage jewel is noooooot helping me at all here!!" the wolf-scarred Ifrit says.
Fiata Oe
|
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
No Arcana
"It's weird, but these bandages have little shards of glass. No. Wait a minute. Are they worms? Yes! They are tiny glass worms. Anyone see something like this before?"
Professor Dario Westone
|
Heal is one of the very few skills, the Professor does not have.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Dario glances over to where Fiata is looking. "What? What on earth are you talking about?"
| GM Fuzzfoot |
You finish looking around, and continue down the mountain after your prey.
Finally, you spot the two you seek, but they happen to notice you as well. They take off running!
Chase rules now. There are some extra options for mythic characters:
MYTHIC CHASE
While skilled and mobile adventurers generally enjoy chases,
this kind of challenge can be tough for less agile warriors;
however, characters blessed with mythic power have
additional options during a chase that allow encumbered
characters to excel and quick characters to truly shine. A
mythic character can spend one use of mythic power once
per round as a free action to do one 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. 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.
Because you have made up so much time during the scenario, they are about 120 ft ahead of you, racing for the sanctum. The wind is blowing hard, and swirling sand in the air makes it hard to see, and even harder to fly (but not impossible). Flying gives a +6 to avoiding obstacles.
Your first obstacle is High Ground.
Your options:
There they are!
(Perception DC 20)
Quick, before they spot us!
(Initiative DC 16)
Kenji Haru
|
initiative: 1d20 + 5 ⇒ (13) + 5 = 18
"Let us hurry, I can see them!!" Kenji says and rushes forward.
Fiata Oe
|
initative: 1d20 + 3 ⇒ (20) + 3 = 23
Fiata hustles after the others.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
"Look! They are headed that way!"
Is this one of those chases where if we hit both DC's we move up more?