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Daniel cast endure elements on himself. This post is when Thorek cast Endure Elements on the rest of the group, so five charges used today.
Daniel pulls extra arrows from his pack to replace the ones in his quiver that were used on the last two fights. He optimistically adds after the group heals up, "Let's push on, I think we're gaining on 'em."
But as time passes and the heat saps their energy he reconsiders stopping for the night. "Yeah good call, we don't want to catch them when they are fresh and we are exhausted. I'll take a spot on second watch." He uses the magic of a pearl to refresh his weapon enhancement spell and then crashes after a few bites of rations.

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"Agreed, I'll take a shift of the watch as well."
Before resting, Caelem will ask one of his allies to use his cure light wounds wand on him. He'll create another dexterity Mutagen, eat one of his elven trail rations, and go to sleep.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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this next part is a chase
special rules
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.

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The Pathfinders rest and feel that Aspis agents have a bit of a head start.
The open valley offers an unobstructed view of the
region, and the you spot a campsite on a mountain
nearby; the smoke of a campfire is clearly visible to the you just
a few miles away. The signal soon disappears, but it is
enough to confirm that you are on the right path.
When they reach the campsite, over an hour later, the PCs
find a recently extinguished fire, bloodied bandages, and
fresh tracks.
Leaving the campsite, the you easily follow a trail down the
mountain, returning to a low pass altitude zone. The narrow and sinuous path down the mountain limits visibility, so you finally spot your
quarry just as you reach the end of the trail. Kafar and Nefti make a "run for" it!
Pathfinders are up
1st part, NO taking 10. Go ahead and make 3 checks.
There they are! Perception DC 20) OR
Quick, before they spot us! (Initiative DC 16)
Grab and drop (Climb DC 15)
OR
Watch your footing!
(Acrobatics DC 17)
Evade
(Reflex save DC 15)
OR
Break Free
(Strength DC 15)

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That morning Thorek took out his wand. Though ‘wand’ didn’t really describe it right. It was a stone slab, covered in dwarven runes. He chanted from it, protecting the party once more against the elements.
5 more charged of wand of endure elements
Roll 1 Perception: 1d20 + 20 ⇒ (9) + 20 = 29 Pass!
Roll 2...using a Mythic Point to auto succeed as I have horrible climb and Acrobatics. But let’s see what would have happened: 1d20 + 3 - 3 ⇒ (3) + 3 - 3 = 3 Pass! A Mythic point well spent
Roll 3 Evade: 1d20 + 6 ⇒ (11) + 6 = 17 Pass!
Thorek spotted the agents and took off running. He pushed himself past what his limits would have been, thanks to the magic which infused him. The aspis would soon learn just how dangerous he was over a short distance.

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Daniel wards himself with the same protections from the elements on the second morning. And as this is a race, he again uses a point of shard power to grant himself extra speed for most of the day.
Cast Endure Elements on himself, Mythic Power burned to cast Longstrider for 8 hours.
__________________________________________________________________
Coming up upon the two human's camp, he easily notices where they are hiding and rushes after.
Perception DC 20 vs. Humans + Speed Boost: 1d20 + 15 + 4 + 2 ⇒ (7) + 15 + 4 + 2 = 28
Deftly slipping through the mountainous trail, he shows just how dexterous half-orcs can be.
Acrobatics DC 15 + Speed Boost: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
And lastly, he dodges the rockslide or whatever impediment it was easily.
Reflex DC 15 + Speed Boost: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30

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Caelem changes up his prepared extracts that morning.
Perception: 1d20 + 1d6 + 17 ⇒ (2) + (1) + 17 = 20
Acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11
Caelem will spend a point of panache to add 1d6 to his roll with the Derring-Do deed and use a point of inspiration to add 1d6 to the roll.
Derring-Do to Acrobatics, roll again on a 6: 1d6 ⇒ 3
Inspiration: 1d6 ⇒ 5
for a total of 19.
Reflex save: 1d20 + 10 ⇒ (10) + 10 = 20

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Tholgrin will cast Expeditious retreat at the first sign of the chase It lasts for 6 minutes, I'm assuming that will cover the chase but let me know if not
Round 1 - Cast Expeditious retreat
Round 2
Initiative + speed boost!: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
Round 3, use an inspiration on the climb
Climb: 1d20 + 5 + 4 + 1d6 ⇒ (15) + 5 + 4 + (3) = 27
Round 4
Strength: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23

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"Well now, its lookin' like the chase 'bout ta be commence'n. Wait! How in the blazes didja all get so fast?" With stubby legs, the bard follows the team, but not nearly as successful as his peers. One would think that with all the talking he does that the gnome would have stronger lungs. It appears that is simply not the case. Too many hours on a bar stool have caught up to Spackle here in the desert.
Perception vs DC 20: 1d20 + 7 ⇒ (4) + 7 = 11
"Aw empty kegs! Where'd they get to?"
Acrobatics vs DC 17: 1d20 + 6 ⇒ (1) + 6 = 7
"Them dwarfs be made fer runnin' over stones. Why can't we ever chase anyone through a tavern, or an ale-fest?"
Reflex vs DC 15: 1d20 + 7 ⇒ (4) + 7 = 11
"Craked Cups 'n Shattered Steins! Careful now! Yer knockin' all them stones loose! Ah Cayden, I be startin ta think yer not wantin' me ta be out here."

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Initiative: 1d20 + 8 ⇒ (14) + 8 = 22
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Weit uses lucky halfling here for a +2 since both acrobatics and climb are trash
Reflex: 1d20 + 4 ⇒ (6) + 4 = 10
"Spackle! What did you do to your god? Your bad luck is even rubbing off on me!"

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"Oi now! Don' go blamin' Cayden 'r me fer yer run o' luck. Maybe Desna is tryin' ta tell ya to take a nap 'r somesuch! Coz you suren ain't livin' up ta her portfolio 'o bein' a trav'ler."
The gnome looks at the growing distance between the unfortunate pair and the others. "Well ifin this sich-e-ation ain't foamless 'n flat, not sure what is. C'mon now, let's quit our bicker'n 'n get caught up. Coins ta kegs they're gonna be needin' the likes o' us sooner then they'd care t'admit."

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The Pathfinders are gaining on the Aspis but with short legs Weit lags a bit behind.
chase rules reminder don't forget the mythic rules above
next set
Narrow Surface
Acrobatics DC 17
OR
Natural Handholds
(Climb DC 19)
--
Squeeze through
(Escape Artist DC 22)
OR
Brute force
(Strength DC 17)
---
Get out of there
(Swim DC 19
OR
Spot it first
(Survival DC 18)

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The narrow surface was far too much for Thorek. Neither skilled in climbing or Acrobatics, he seemed doomed to fail. It was only dumb luck, or fate, that caused him to tumble through safety. Mythic auto pass, neither are trained
From there he burst through a pile of debris, somehow hitting it just right to knock it over. Another Mythic point! Not trained in any of that and not strong enough
Finally he relied on his own skills, to spot hidden peril before it was too late.
Survival: 1d20 + 13 ⇒ (6) + 13 = 19

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Daniel deftly keeps his balance across the narrow ledge.
Acrobatics DC 17 + Speed: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
__________________________________________________________________
Burning a point of Mythic Power for Check #2 to Auto Succeed, 7/9 remain.
The power of the ruby shard bulks up the green warrior to massive levels, his muscles bulging and rippling he simply tears his way through the obstacle.
__________________________________________________________________
Without much issue, he easily recognizes the danger and avoids it.
Survival DC 17 + Speed: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

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Tholgrin is going to burn a mythic point to ignore ACP for the chase.
Tholgrin's speed increases from the spell, but it also seems to give him grace as he moves deftly despite his full plate.
Round 5
Climb +speed: 1d20 + 10 + 4 ⇒ (1) + 10 + 4 = 15
A chunk of rocks rips from the wall with his strength and he has to start climbing again!
Round 6
Climb +speed: 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24
Suitably chastised, he bounds up again with renewed fervor
Round 7
Strength: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
He smashes through the next barrier and roars, swimming through the watery obstacle with incredible speed
Mythic point to succeed at that one
Round 8 - auto success

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I would rather save the Mythic points so I can hand out rerolls when they matter.
Acrobatics vs DC 17: 1d20 + 6 ⇒ (3) + 6 = 9
Strength vs DC 17: 1d20 ⇒ 7
Survival vs DC 18: 1d20 ⇒ 16
"Spilt Suds! Ah'm thinkin' Cayden is tellin' me Ah'm an indoor bard."

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The gnome lags behind while the other Pathfinders nearly catch up to Kafar and Nefti.
last part of the chase
A natural rock bridge blocks the way.
Kafar’s Marbles
(Reflex DC 18)
OR
and
Nefti’s Enchantments
(Will DC 18)
---
It’s not real!
([ooc]Will DC 18)
OR
Just trust the tracks
(Survival DC 22)
Kafar and Nefti are close at hand.

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2nd Round
Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29
Escape Artist: 1d20 + 9 ⇒ (4) + 9 = 13
Swim: 1d20 + 0 ⇒ (14) + 0 = 14
3rd Round
Reflex Save: 1d20 + 10 ⇒ (18) + 10 = 28
Will Save: 1d20 + 7 ⇒ (9) + 7 = 16

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Daniel attempts to negotiate the marbles, quickly keeping his balance as he steps through them.
Reflex DC 18 + Speed: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
___________________________________________
Finally near the end, he tries to pick out their tracks and follow them to the hidey-hole.
Survival DC 22 + Speed + Tracking Humans: 1d20 + 12 + 2 + 7 ⇒ (17) + 12 + 2 + 7 = 38
He burns a Mythic power to guarantee a success for his entire group on the final task, 6/9 left.

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Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
Geez I keep failing everytime I use adaptive luck
Auto succeed brute force with Mythic Powers
Survival: 1d20 + 3 ⇒ (14) + 3 = 17
Enchantments: 1d20 + 10 ⇒ (6) + 10 = 16
It's not real!: 1d20 + 10 ⇒ (7) + 10 = 17

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Will: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Will: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Thorek plowed ahead, the enemy’s enchantments doing nothing to impede him. ”Can do this all bloody day.” He growled, while reaching for an arrow.

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Reflex vs DC 18: 1d20 + 7 ⇒ (17) + 7 = 24
If I read the rules correctly, no need for the will save as Daniel 'Cleared the Path'.
"Oi, better late th'n never Ah guess. Still, one heck of a lot o' runnin' through the desert. Gonna take weeks ta get all this sand out."

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Tholgrin powers through the marbles, using his incredible strength to crush them underfoot!
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Muhaha! He then slips through the cleared obstacle and arrives at the enemy

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The Pathfinders race and catch up to Kafar and Nefti, Spackle and Weit Flagg lag just a bit behind.
Chase over!
As you rush up to face the two sweaty Aspis agents, Kafar and Nefti quickly turn to face you scowling, and draw their weapons.
Kafar calls out in a loud voice "We'll not give up the Sage gem fools! Every true Constorium member knows the Society is scum like it's Pathfinders! Ha!"
What do you do?!

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"Alright now, it doesn't have to come to blows, son. Let's just talk this over reasonable-like. Whatever the Consortium is paying you, is it worth your life? However confident you are in your own abilities, you think you're good enough to overcome three to one odds? Let's just talk this out, we can all leave happy and free of puncture wounds."
Diplomacy, free inspiration: 1d20 + 1d6 + 15 ⇒ (17) + (1) + 15 = 33
Ah, shame to waste a roll that good on something that's almost certainly not going to work, but Caelem wants to at least entertain the possibility of peaceable solutions before the dice start flying.

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Daniel agrees with Caelem, "We know you are just looking for a way outta this mess, we can help you get a new start."
Diplomacy Aid DC 10: 1d20 ⇒ 9

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Slightly panting, the bard takes a moment to catch his breath. "Looky here lads. Ah'm suren we've been told they same things 'bout you. That' don't make us who we are. Look, all o' us 'r out here, yet none 'ave drawn a weapon. All I want is ta get back to a tavern 'n toss back a few cold ones. Suren we're not bein' all that different. How 'bout we all parlay 'n play nice?"
Diplomacy: 1d20 + 15 ⇒ (19) + 15 = 34
If we want to risk it, I can try to fascinate them (DC 19). Might give us a chance to steal the gem, or at least get into better positions for a confrontation.

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Diplomacy Assist: 1d20 + 13 ⇒ (8) + 13 = 21
”I am neither a braggart or a liar.” Thorek held up his holy symbol. ”I am oath-bound to the god of duty. Ye have my word that if ye deal fairly with us, your back is safe when turned to me.”

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"The word of a stonebeard is as strong as the mountains. I'll give mine too, if it helps"
Diplomacy to aid: 1d20 + 7 ⇒ (18) + 7 = 25

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"You have my word, as well."
Diplomacy to Aid: 1d20 + 1d6 + 15 ⇒ (19) + (1) + 15 = 35

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"If nothing else I would like to avoid coming to blows with anyone else if I can help it. Not all of us are barbarians prone to violence and I wouldn't want to make assumptions of you fellows as well so if we can all agree to just work this out nicely, you all have my support as well.
Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19
My aid anothers give +4s instead of +2s

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Nefti and Kafar seem swayed by the parties words. They offer their knowledge of how to reach the Sanctum of the Sages in exchange for leniency by the party. They seem a bit afraid.
and have bugs in one of their wounds
Kafar says that he's sold the emerald and the topaz gems, and
he presents three documents to back up his claims: two
terms of sale and a letter of credit worth 6,000 gp, all three
signed by some buyer named Angvar Branmaz.
- - -
after resolving that
Eventually Amenopheus shows up, his clothing is scorched and torn. "What have you learned?"
A few minutes later, looking aorund he casts detect magic and looks at the wall. "Ah an illsionary wall" He then casts dispel magic.

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Heal: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge: Local: 1d20 + 2 ⇒ (5) + 2 = 7
Sense Motive vs. Humans: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18
Daniel laughs, "HAH! Even when you see the light about dealing with us, you still have a game to play. Give us the topaz gem you have hidden and we will definitely keep our side of the deal."

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Daniel laughs, "HAH! Even when you see the light about dealing with us, you still have a game to play. Give us the topaz gem you have hidden and we will definitely keep our side of the deal."
Kafar and Nefti fish through their pockets eventually handing over the gem.

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K Local: 1d20 + 4 ⇒ (7) + 4 = 11
SM: 1d20 + 9d6d1d20 + 5 ⇒ (5) + (15, 14, 7, 16, 3, 5, 7, 19, 1, 12, 10, 5, 15, 12, 18, 8, 10, 11, 19, 13, 7, 15, 8, 17, 17, 16, 7, 6, 14, 13, 7, 2, 19, 11, 9, 14, 10, 14, 9, 18, 14) + 5 = 477
Thorek didn’t catch much of any of the undertones of the conversation. He did, however, see that the two were pretty obviously diseased.
”Wish I could help with that.” He said, honestly. ”It’s beyond my power. How’d ye get that? Would ye at least like me to wash the wounds out?”

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Heal: 1d20 + 1d6 + 4 ⇒ (17) + (5) + 4 = 26
Knowledge (Local): 1d20 + 1d6 + 14 ⇒ (15) + (6) + 14 = 35
Sense Motive: 1d20 + 1d6 + 15 ⇒ (11) + (1) + 15 = 27
Linguistics: 1d20 + 1d6 + 12 ⇒ (4) + (2) + 12 = 18
"Ah, that doesn't look good," Caelem says, gesturing at the wounds the two have.
Calem will offer an antiplague to whoever in the party is taking the gems from the two or wants to try to treat their disease.
No DC for the knowledge local but I assume a 35 gets it"That's an alias Torch has been known to use."

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"Well now, Ah've heard told o' that name, but never met the man. If'in the tales 'r true, this here mishun jest got more'n a wee bit tougher."

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"That's about the size of it. We'll need to be on our toes--he's smarter than any of us, and twice as ruthless. And he's not going to be happy about us walking off with a sage jewel."

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Heal: 1d20 + 3 ⇒ (15) + 3 = 18
Knowledge: Local: 1d20 + 7 ⇒ (17) + 7 = 24
Linguistics: 1d20 + 7 ⇒ (20) + 7 = 27
Sense Motive: 1d20 + 1 ⇒ (1) + 1 = 2
Relieved that he needn't come to blows, Weit thanks his lucky stars and continues to go around helping his fellow Pathfinder's efforts. It has been working out so far.
All rolls above to aid whoever wants/needs it I guess

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"Torch?! He's the one who told us where to look for these jewels in the first place, and warned us of these snakes" He gestures toward Nefti and Kafar "and now it sounds like he sent them?!"
His hands tighten around the hilt of Beryl.
"I'd like to have words with this Torch"
What's behind the illusory wall?

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What's behind the illusory wall?
B1 on slide 2
Amenopheus turns to the party "Shall we proceed?"
mountain pass to the Sanctum of the Sages. Beautifully
engraved columns support the ornate entablature topped
by a wide tapered cornice. The style hearkens back to
Osirion’s golden age, and the impeccable design and
craftsmanship lives up to the standards set by the ancient
dynasties. A short flight of stairs ascends to stone door in
the mountain. (There's no traps in the area)
finish that reflects and scatters any light that the PCs
introduce or that shines in from outside. Spouts in
the wall replace any water removed from the fountain,
replicating the effects of a decanter of endless water. (there's nothing of interest or value in room
which in turn angle inward like those of a pyramid, creating
a space shaped like a cut diamond. The walls are smooth and
somewhat transparent, like foggy quartz, save for where three
opaque doors stand to the north, east, and west. In the center
of the room, a clear 5-foot diameter crystal hovers a short
distances from the floor and spins slowly. (We'll STOP here. I'll assume you're just inside the room
I'll wait for you guys to "digest" that before moving on

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Daniel quietly slips into the area, watching for dangers. His bow is out and ready.
Stealth: 1d20 + 14 ⇒ (9) + 14 = 23
I got all our pieces up on the map page, but didn't place anyone other than Daniel anywhere on the actual map.

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Caelem will drink his dexterity mutagen and activate his wand of heightened awarenessbefore continuing.
Stealthing up: 1d20 + 6 ⇒ (17) + 6 = 23
He'll scan this new room for any hidden threats or traps.
Perception: 1d20 + 1d6 + 19 ⇒ (1) + (3) + 19 = 23+2 vs. traps.

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Tholgrin marvels at everything as he moves through, wide eyed and open mouthed. He has the presences of mind to keep Beryl drawn though, and to cast a protective spell.
Casting False Life
Temp HP: 1d10 + 6 ⇒ (10) + 6 = 16
"Yes, this is it, the sanctum of the sages! I never thought..."
At the large floating crystal he is even more astonished, and just stares at it in wonder.