| Kyra, Level 4 Pregen! |
Kyra renews her endure elements after her prayers. As they climb she tries to exhale longer than she inhales.
Fort Kyra: 1d20 + 6 ⇒ (2) + 6 = 8
Unfortunately that was the wrong thing to do and she begins to panic.
GM Aerondor
|
Kyra finds the thin air doesn't carry the warmth of her goddess as much as the desert does.
Status: Bold still need fort saves (DC15) against fatigue from the thin air.
Yoon
Bossk 1 dmg; endure elements;
Ray 2 dmg; mage armor;
Ezren - endure elements; ritual performed;[/b]
Khargrom endure elements;
Kyra - dmg; Fatigued
| Ezren Level 4 Pregen |
As the altitude increases the group can tell that the older wizard is breathing heavier, grasping harder to breath out of the thin air.
Fortitude, DC15: 1d20 + 6 ⇒ (18) + 6 = 24
He takes a long outward breath.
Slowly, in for a long time, then out. Just can't go too fast...
GM Aerondor
|
The old Ezren knows a trick or two about conserving his energy, something that his younger companions could learn from.
You slowly head down toward the camp site. You come across a fire still warm, they only have an hour or two lead on you! There are also some recently discarded bloody bandages
Please include a heal or perception check with your next post.
The trail seems to slowly head downward from this point, albeit in a narrow and sinuous manner which limits visibility ahead.
Of course, if you make too much sound, the quarry might pick up their own pace.
So everyone also give me a stealth check.
Status: Bold still need fort saves (DC15) against fatigue from the thin air. everyone has endure elements up.
Yoon
Bossk 1 dmg;
Ray 2 dmg; mage armor; fatigued
Ezren - ritual performed;
Khargrom
Kyra - dmg; Fatigued
Khargrom Shadowband
|
Perception: 1d20 + 9 ⇒ (10) + 9 = 19 (Traps +2, Stonework +2, Stonetraps +4)
Khargrom inspects the camp quickly, then quietly moves on after the trail.
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
| Kyra, Level 4 Pregen! |
Pregen Stealth! with Mythic adjust!: 1d20 + 1 ⇒ (18) + 1 = 19
GM Aerondor
|
Back at the campsite, Khargrom noted thta in the bandages were thin, glassy worms caught in the gauze.
And a dungeoneering check from anyone to id them..
The team sneaks closer.
Two of you making the stealth check is enough with my ad-hoc four player adjustment. However... you are now in what is generally considered PFS1s least favorite mechanic. A chase scene.
Ahead you spy your quarry! The two of them at at a crack in the mountains ahead of you.
As mythic adventurers, you have some extra options by spending 1mp
1: Automatically succeed at a check (declare before rolling)
2: Clear the road. If you succeed, then you can clear the obstacle for everyone else.
3: Ignore all armor penalties (for whole chase scene)
At each space, you can choose which of the alternative ways of dealing with the obstacle you want to attempt.
Khargrom Shadowband
|
Knowledge: Dungeoneering - Wormies?: 1d20 + 5 ⇒ (7) + 5 = 12
The usual penalty of -2 for a 20 ft movement speed I assume?
GM Aerondor
|
Yes. But nobody is fatigued any more, you all recovered on the trip down the mountain.
Khargrom has no idea what the disgusting worms are.
| Kyra, Level 4 Pregen! |
Heal, mythic: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 Sorry, I meant to roll it last post but somehow forgot about it.
GM Aerondor
|
Unfortunately, neither does Kyra recognize the worms.
The chase you are up to is on the map. Ray, your mage armor would have expired during the trip, but you can recast it prior to entering the chase if you want
Status: Bold still to chase! Everyone has endure elements up.
Yoon
Bossk 1 dmg;
Ray 2 dmg;
Ezren - ritual performed;
Khargrom
Kyra
Khargrom Shadowband
|
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Khargrom points at some shadows down the trail, "There they are!"
Bossk Sharptooth
|
It looks like my post of my fort save is not there?
Fort save: 1d20 + 8 ⇒ (4) + 8 = 12 I think that was the same save. So I will put the same comment.
"This sure isn't like being in a port city. I feel light headed."
At the camp site
"Hay, someone look at this, I got worms wiggling on my bandage. They used worms to eat away infected flesh back in the clan. But these don't look the same. Anyone know what they are should I be worried?"
And the chase begins
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Does he get any bonuses for his speed being 40'?
If he does get a +1 and makes the skill check he will burn a MP to Clear the Road.
GM Aerondor
|
He does. Those of you clearing away obstacles, you are encouraged to post a post describing your mythic actions that allow this to happen
Bossk Sharptooth
|
fallowing close behind Khargrom. Bossk spies a game trail that skirts around the problem areas.
"I found a game trail that winds around that thicket. Fallow me every one, we'll catch them for sure on this trail."
Was not sure what the obstacle was so I just made up something. and MP reduced by one to 7 of 9
What is his bonus than for the extra movement? So I can add it in on my rolls.
Bossk Sharptooth
|
Oh now I see the name above the challenge is the obstacle
Running up to the steep slope
"Come on everyone, it's an easy climb."
climb: 1d20 + 7 ⇒ (4) + 7 = 11 + what ever bonus he gets
Which I don't think is a +4
Bossk starts to scamper up the slope but his foot hits some loose gravel and he slides down to the bottom of the hill.
"Look out below! I can't stop!" he yells out as he slides down.
| Kyra, Level 4 Pregen! |
Kyra burns a MP pt. to Clear the Road for everyone; not sure if this is how it works, so feel free to retcon/undo any of this, but I'll give this a shot and you let me know if this is what clear the road is meant to be...
Kyra plants her feet solidly at the bottom of the slope, and as everyone runs up the slope past her, she grabs them each by the arm or shoulder and gives them a solid push up the slope so their momentum is increased.
Surprisingly... her muscles appears momentarily bolstered by some mythical force... and a great wind appears to rise... blowing at their backs as they run up the hill!
After everyone's through, the wind picks up so much that it literally picks Kyra off the stony ground, her robes billowing and her feet barely touching the ground, and deposits her at the top of the slope!
She gets the sudden urge to whirl her scimitar in the air under the shining sun. And she does.
GM Aerondor
|
Sounds like the chase may be a new mechanic, or at least one that needs revising for us, so here is a link[/ooc]
In essence there is a board that you need to work your way down, at the same time as the person you are chasing (or people in this case) are doing the same. The object is to catch them before they get to the end.
Each square has an obstacle. The first for this one was "high ground", there are typically two options for overcoming it. Generally these are skill checks, but if you want to try to use a special ability I'm open to that (e.g. a fly spell to get over a chasm instead of a jump).
Each square can normally be thought of as 30', so to represent the advantage that faster (or disadvantge for slower) characters, they get a bonus (or penalty) on their skill checks. +2/-2 for every 10' movement difference from the normal 30' move.
It normally makes one move action to move a space. When you exit a space, you must overcome its challenge as a standard action. Note that in this mythic chase, you can speed things up by the 'clear the road' action.
Success means you move to the next card, failure, you are stuck where you are. Of course once the card is cleared, there is no obstacle to overcome.
You may also try to get ahead. If you want you can surge ahead, and try to jump ahead three cards. You must overcome BOTH the obstacles on your current card to do that. If you succeed on both, you jump ahead three. If you fail either check by five or less, you go ahead one. If you fail either by more than five, then you don't advance at all. This counts as a full round action.
What does this mean for the group?
Bossk starts you off moving to the next card, and clearing the way for the rest of you. So no checks required. Still a move action to move to the next though. The rest of you can move through the first card, and then also that next card, but not actually face the challenge just yet.
I think the mythic chase adjustment for clearing the road doesn't quite make sense, so Kyra, if you want to make a climb or acrobatics check, we can have you clear the way out of the second square, and the rest of the group can effectively double move right up to the third if you make the check and spend that MP.
| Ezren Level 4 Pregen |
Oh my, how many rolls behind am I (apologies, long day).
[double move] advance to card three after Bossk and Kyra clear the way once each
The sage wizard sprints forward on the leads of his companions, preparing to do his part next...
Stealth, surge: 1d20 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10
[standard] spending 1 mythic point to clear the way to exit card three
[move] advance to card four
| Kyra, Level 4 Pregen! |
I misunderstood... I have no acrobatics or climb, so can I change my MP to 'auto success' instead? I wasn't sure how this worked.
GM Aerondor
|
Sure, you can do that. Ezren, you still need a check climb or acrobatics, or to spend an MP to auto succeed. To clear the way for others you need a normal success first.
| Ezren Level 4 Pregen |
Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15
GM Aerondor
|
You don't need to do the first challenge Ray, you can auto advance to the second, as the way way cleared for you. However with that roll you would have made your acrobatics check
Ezren does his best, but he can't quite manage to clear the next square.
But no MP spent I think.
Ray shows how it is done though.
If you wanted to spend one MP you will clear that obstacle for the others as well. I'll hold off starting next round for a bit or until you let me know one way or the other on that.
GM Aerondor
|
The Agile Ray, points out an old set of ladders that had been overlooked, allowing everyone else a much easier time up.
The two villains ahead, seeing your quick progress, try some tricks of their own.
#1, challenge 1,needs 18 : 1d20 ⇒ 18
#1, challenge 2, needs 13: 1d20 ⇒ 1
#2, challenge 1, needs 8: 1d20 ⇒ 13
#2, challenge 2, needs 14: 1d20 ⇒ 3
While it looks good to start with, they disturb a swarm of bees, which distracts them and stops their progress!
Remember, move to cross a square on the 'map', standard to overcome the challenge at the end of it. If you overcome it, you may spend 1MP to 'clear the way' so others don't need to make that check.
I'll resolve things in posting order, unless you specifically want to delay. Realistically at this stage, the only person with a decent option other than double moving up is Ray, who could move and attept to get through the narrow pass (and potentially clear the way for the rest of the team).
Status: Bold still to chase! Everyone has endure elements up.
Yoon
Bossk 1 dmg;
Ray 2 dmg;
Ezren - ritual performed;
Khargrom
Kyra
quarry
| Ezren Level 4 Pregen |
GM, do you think it would be good to state everybody's positions on the round counter? I suspect I might lose track of everyone who's ahead of or behind Ezren.
Ezren stops to concentrate, and steady himself before trying find his physical prowess again. Just when he thinks he might fail again, he calls on the inspiration of generations of sung heroes...
[standard] overcome card #3
Acrobatics, surge: 1d20 + 2 + 1d6 ⇒ (13) + 2 + (3) = 18
IF that succeeded, spending 1MP to clear the way.
GM Aerondor
|
Positions are on the map. Left hand side of each square has yet to spend a move to pass through it. Then a standard action (and check) to move to the next square. Or a move if it has been 'cleared'.
If there is a line through a challenge on the map, it has been cleared, so Ezren doesn't need a check (or to spend that MP) to get past the current square. And his second move gets him to the challenge (but not able to actually try it) in the next square.
Khargrom Shadowband
|
1st Round
Khargrom had already moved to the end of this, but failed the check so was stuck there.
2nd Round
Khargrom slaps his forehead as the wizard points out what he was doing wrong, he dashes into the next challenge just as Ray points out the ladders. Clambering up them he rushes to the end of the narrow pass and yells, "Watch out, narrow pass. Can avoid it or maybe bust through!"
Free as GM stated to get past Tile 1. Move through Tile 2, Free as GM stated to get past Tile 2. Move through Tile 3 but no actions remain to attempt to pass Tile 3.
Let me know when we start round 3.
Editing to fix actions, I re-read a bit of it and need to spend move actions to get through the obstacles.
______________________________
1st Round
Khargrom had already moved to the end of this, but failed the check so was stuck there.
2nd Round
Khargrom slaps his forehead as the wizard points out what he was doing wrong, he dashes into the next challenge just as Ray points out the ladders.
Move through end of first challenge, move up to the ladders.
Let me know when we start round 3.
| Kyra, Level 4 Pregen! |
Kyra whirls up the slope and the narrow pass, aided by Ray and Ezren. She took her move actions in previous rounds to follow those who cleared the obstacles; last two rounds were cleared so she spent her previous rounds following Ray and Ezren. So end of last round she was caught up to Ezren's position.
Current Round: MOVE THROUGH 4th EVENT + CLEAR CHALLENGE TO EXIT SPACE
Quicksand: 'Spot it First', Survival, Mythic Skills: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Kyra then points out a patch of quicksand and shows everyone the right way!
Kyra spends 1 MP to Clear The Road and allow all others to pass through the "Quicksand Patch" event automatically. I believe Khargrom, Yoon, Bossk and Ray can now double move to get to Kyra's position. Ezren can do a single move to get to Kyra's postion, but it is unclear to me if he can then take his second move to get through the square occupied by the people we are chasing as they are at the end of that square trying to resolve the challenge.
| Ezren Level 4 Pregen |
Positions are on the map. Left hand side of each square has yet to spend a move to pass through it. Then a standard action (and check) to move to the next square. Or a move if it has been 'cleared'.
If there is a line through a challenge on the map, it has been cleared, so Ezren doesn't need a check (or to spend that MP) to get past the current square. And his second move gets him to the challenge (but not able to actually try it) in the next square.
Apologies. Was focused on the text and somehow missed there was a new slide. Perfect!
Ezren can do a single move to get to Kyra's postion, but it is unclear to me if he can then take his second move to get through the square occupied by the people we are chasing as they are at the end of that square trying to resolve the challenge.[/ooc]
Right, he only used his standard, but I suppose that might be "splitting" his turn? And a move action is not enough to "ready" a move action typically. I'll defer to the GM but he would move forward if allowed.
GM Aerondor
|
I'm happy to play somewhat fast and loose with initiative to allow folk to take advantage of others clearing a path.
To help avoid confusion about where folk are on the map, I'll also take the suggestion to mention it in the initiative tracker.
Khargrom advances through the areas, demonstrating that dwarves can show a clean pair of heels when required.
Ezren shows that old men still have what it takes, especially when they are mythic.
Heck, you are spending an MP, and that roll would be good enough to make the reflex save. He finds an easy way through the narrow pass for everyone to follow, and finds himself at the edge of some quicksand.
Kyra calls upon the heat of her goddess, drying a path through the quicksand for the rest of the team to follow!
Status: Bold still to chase! Everyone has endure elements up.
Yoon
Bossk 1 dmg;
Ray 2 dmg;
quarry
Khargrom (at start of narrow pass)
Ezren - ritual performed; (at start of quicksand)
Kyra (at start of crack in mountain)
Bossk Sharptooth
|
Fallowing on the heals of others Bossk finds himself at the crack in the mountain.
I assure each challenge is one movement, so going through 2 challenges that have been cleared, would use up his turn?
Bossk being...well Bossk throws his strength into it to get through.
shoving rocks and other things out of his way.
Str. check: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
if he makes it he spends a MP to clear the way.
GM Aerondor
|
Ray can easily dash ahead given the cleared pathway, as can Bossk.
The two you are chasing try again to desperately escape, and scamper slightly ahead of the quick party.
challenges: 4d20 ⇒ (2, 9, 3, 19) = 33
#1, challenge 1,needs 18
#1, challenge 2, needs 13
#2, challenge 1, needs 8
#2, challenge 2, needs 14
Status: Bold still to chase! Everyone has endure elements up.
Bossk 1 dmg; (at start of crack in mountain)
Ray 2 dmg; (at start of crack in mountain)
Khargrom (at start of crack in mountain)
Ezren - ritual performed; (at start of quicksand)
Kyra (at start of crack in mountain)
quarry
Khargrom Shadowband
|
Khargrom tries to squeeze through and then rushes forward to the next obstacle.
Escape Artist: 1d20 + 9 ⇒ (13) + 9 = 22
Ah screw it, ya only live once. Clear the ROAD!!! (2 MP left)
| Kyra, Level 4 Pregen! |
Yes- he's actually neck to neck with them. But THEY are going to move and attempt a challenge this round, and may well be in the next square at the end of this round, i.e. Khargrom will be exactly one square behind them if they succeed their challenge THIS round, since Khargrom has gone already for this turn. I think we have to race them to the end... one way to see this clearly: squares require move action; black triangle requires standard action, or free action if there's a green checkmark in them! ;)
Kyra follows Khargrom but waits for someone to help her maneuver the cliff's edge.
Double Move for Kyra: she's at the end of Cliff's Edge but she has NOT spent a standard action to do the challenge and exit that square yet. PS: I'm just gonna assume that Yoon is taking double moves as we haven't seen him in a while, so I'll put him next to Kyra.
| Ezren Level 4 Pregen |
Ezren hurries to catch up to the furthest members of the group again.
[double move] to cliff's edge
GM Aerondor
|
Khargrom advances up to the quarry, moving aside boulders, letting the rest of the group catch up.
Given the somewhat abstract nature of a chase scene, I'm going to assume at this stage that the party has caught up with the quarry.
You are on the edge of the map. I'm putting Khargrom a move ahead of the rest of you, and moving his initiative to after your quarry. But the rest of you are now close enough to deal with this as a tactical encounter I think.
The Pathfinders, showing they are path clearers as much as pathfinders, quickly catch up with the men they are following. There are a pair of them - just ahead!
Status: Everyone has endure elements up.
Bossk 1 dmg;
Ray 2 dmg
Ezren - ritual performed;
Kyra
quarry
Khargrom
| Kyra, Level 4 Pregen! |
Kyra moves next to Bossk and casts a spell of stiffness upon the young one up ahead and to her left.
Hold Person, Will Save DC 16
GM Aerondor
|
will: 1d20 ⇒ 16 The young one is made of stern stuff, and turns to give the priestess a rude gesture!
Status: Everyone has endure elements up.
Bossk 1 dmg;
Ray 2 dmg
Ezren - ritual performed;
quarry
Khargrom
Kyra
Bossk Sharptooth
|
Bossk charges up and attacks the one in front of him. Swing his Falchion over head and giving a war cry as he runs up to them.
+1 Mithral Falchion Attack w/ charge: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Damage, Slash: 2d4 + 7 ⇒ (4, 3) + 7 = 14
AC is now 18 for this round
| Ezren Level 4 Pregen |
Hold them there Bossk!
[move] 30'
The wizard moves up next to Kyra and launches a basic magic missile at one of them.
[standard] Cast magic missile on, spending 1MP for Mystic Might (CL +2)
Force damage, missile 1 vs North: 1d4 + 1 ⇒ (1) + 1 = 2
Force damage, missile 2 vs North: 1d4 + 1 ⇒ (3) + 1 = 4
Force damage, missile 3 vs North: 1d4 + 1 ⇒ (4) + 1 = 5
GM Aerondor
|
Bossk charges forward, slashing at the man in front of him! Blood flows.
Magic flows from Ezren's fingertips, while Ray also dashes forward.
The elder of the two men staggers under the dual assault of steel, while his younger companions wilts slightly under the spell assault. But only for a moment.
He calls out in an odd language, before backing up and making another rude gesture at Kyra... who finds it kind of funny actually.
"Don't worry Kafar, we have this!"
His companion backs up as well, and then throws an odd substance down on he ground, making a large cloud of smoke appear. Bossk starts to cough and splutter!
You can see people next to you (20% miss) but not further away.
Status: Everyone has endure elements up.
Khargrom
Kyra; Will DC 16 required (or fall prone and can take no actions)
Bossk 1 dmg; Fort save required (or nauseated)
Ray 2 dmg
Ezren - ritual performed;
quarry
older - 14
younger 11
| Kyra, Level 4 Pregen! |
Kyra Will Save: 1d20 + 9 ⇒ (15) + 9 = 24
Kyra follows Bossk! Double Move
Khargrom Shadowband
|
Khargrom sees how far he is away and breaks into a sprint, trying to work his way into a position to eventually get behind the enemies and cut off their escape.
Run Action to move eighty feet