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Hearing that naxath is dead, Sorbet remarks under her breath, "You could have just said that at first."
She then turns to the Pathfinders. "I say we take the gem and run. Just.... keep it in a bag or something until the boffins can get a look at it."

GM Frost |

I assume one among you will remove the gem from the dessicated body...
And as expected, rumble turns into shaking. They need to leave the underground immediately, tracing their way back to the surface!
On your turn, you describe what you do to help the group get past the obstacle. You then attempt any required roll, or perform the required action for a choice without a check. If you attempt a roll, the result determines how many Chase Points you gain.
Critical Success The PCs gain 2 Chase Points.
Success The PCs gain 1 Chase Point.
Critical Failure The PCs lose 1 Chase Point.
Once you accumulate enough Chase Points to overcome the obstacle, you immediately move to the next. Extra Chase Points don’t carry over to the next obstacle—each requires its own number of Chase Points to overcome.
Since Amkha is with you, it offers its help in overcoming the obstacles in the chase. Amkha can change a critical failure into a normal failure once per obstacle.
❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 1 - Flailing Roots in Antechamber
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (18/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Hazard!!! (- HP) │ Chase Points Needed 5; Overcome DC 18 Nature to realize that these roots have the bruorsivi weakness to fire and shy away from flame; DC 17 Acrobatics to weave a path through the room. The roots of the bruorsivi trees burst through the ceiling, flailing madly, animated by some dark power. Or other skills justified by roleplay at a higher DC.

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DC18 Nature: 1d20 + 7 ⇒ (10) + 7 = 17
Just keep running!

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Before
Desmond shrugs. "I mean, if he's dead, then removing it won't cause any further harm, right?"
"You'd be surprised."
Now
Miss Sorbet takes a moment to try to analyze these roots.
Nature: 1d20 + 4 ⇒ (17) + 4 = 21
"They hate fire as well! Hit them with flame - just keep it away from me!"

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Mafalda starts running and does her best to keep away from the vines.
Acrobatics: 1d20 + 4 ⇒ (3) + 4 = 7
Ouch, using a hero point
Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
Great
It is all a bit much, however, and she is unable to properly avoid the roots.

GM Frost |

Botting Razzm...
Athletics: 1d20 + 9 ⇒ (6) + 9 = 15
Razzm rips the vines as he gets past them.
The groups manages to get past the first room collapsing on to them, thanks to the others that quickly get Mafalda back on her feet.
Someone's wrath has animated the bones from the ossuary. Half-formed skeletons stalk to and fro in the corridor, their claws twitching, looking for something to rend.
❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 2 - Vengeful Skeletons in Facility Depths
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (18/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Vengeful Skeletons (- HP) │ Chase Points Needed 6; Overcome DC 18 Deception to create a distraction that draws the skeleton’s attention; DC 19 Stealth to sneak past; DC 16 Undead Lore to predict their movement. Or other skills justified by roleplay at a higher DC.

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Miss Sorbet doesn't like to talk about the incident that led to her being animated, but she can never forget it.
Lore: Undead: 1d20 + 8 ⇒ (8) + 8 = 16
"See how they have trouble changing direction? Do not run in a straight line, weave from left to right."

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Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
lol, ok, dice, have it your way
Mafalda follows in complete silence and grace right behind Graeyson, effortlessly surpassing Desmond. This proves to be a terrible idea.
When Desmond kicks the bone, it hits her right in the back of her head. Disoriented, she trips, falls, tries to get up, bumps right into a skeleton, trips again, grasps at the skeleton's fibula, and falls again still holding the bone in her hand.

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Miss Sorbet shrugs at one of the skeletons. "Flesh creatures, eh?"

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Voron hopes that not only can he be sneaky, but that others may draw attention and he may be less interesting to the skeletons.
DC19 Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Then he trips over his staff...

GM Frost |

Botting Razzm...
Athletics: 1d20 + 9 ⇒ (10) + 9 = 19
Razzm pushes his way out as the skeletons try to crowd him.
But their group efforts are not enough to get past them, and with that, collapsing rocks bludgeon them with 10 bludgeoning damage with DC 23 basic Reflex save.
Voron Keyphyra's Reflex (T): 1d20 + 6 ⇒ (3) + 6 = 9 Crit Fail, hero point?
Greayson's Reflex (E): 1d20 + 11 ⇒ (19) + 11 = 30 Success, half damage
Mafalda Delacerda's Reflex (T): 1d20 + 8 ⇒ (11) + 8 = 19 Failure, full damage
Razzm Tazzm's Reflex (E): 1d20 + 7 ⇒ (19) + 7 = 26 Success, half damage
Desmond Vilks's Reflex (E): 1d20 + 10 ⇒ (18) + 10 = 28 Success, half damage
Miss Sorbet, Chain of Aster's Reflex (T): 1d20 + 4 ⇒ (18) + 4 = 22 Failure, full damage
Moving forward, they come to a fork in the corridors, and they have to choose which way they should all go. Which way will you go, to the west or east? You are currently here in the Map.

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Razzm wakes from his dreamlike state to find rocks tumbling down upon them. He watches with particular alarm as one boulder appears to bash poor Voron squarely in the head! He checks his pockets for a healing potion... If Voron's crit fail stands I think that will knock them to Dying, in which case Razzm will feed them a minor healing potion (1d8 healing)
No particular preference for which direction at the fork but will vote for east just because. Happy to be overruled if anyone has a preference.

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DC 23 Reflex, hero point: 1d20 + 6 ⇒ (9) + 6 = 15 welp...

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Save the potion for just a moment.
Desmond grabs Voron and sets his arm quickly. "Can't stay here long enough to really treat it. Let's keep moving."
Battle Medicine on Voron: 1d20 + 9 ⇒ (6) + 9 = 15
Healing: 2d8 ⇒ (4, 4) = 8
East is fine with me.

GM Frost |

With some healing Voron is healed after he gets hurt with the falling debris.
Going east...
In this area, the intense quaking of the ground has resulted in a shower of books and rocks through the library.
"❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 3 - Collapsing Ceiling in the Library
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (16/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Collapsing Ceiling! (- HP) │ Chase Points 6; Overcome DC 17 Acrobatics or Athletics to weave or push through; DC 16 Perception to time passage through falling objects.

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Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14
Desmond goes darting through the debris, but he isn't quick enough to avoid a large chuck, slamming him in the shoulder.

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Voron blinks awake and sees that Desmond has aided him.
Thank you... back to work I suppose.
Time passage through falling objects (DC 16 Perception): 1d20 + 7 ⇒ (6) + 7 = 13

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Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
lololololol
Do the writhing roots and vines look a bit too much like something that deeply traumatised Mafalda during her childhood? Have the magics in these ruins triggered an atavistic impulse towards self-destruction? Is she double-fisting bottles of military-grade liquor at such high speeds no one else in the team is noticing?
It is impossible to say for sure. What is clear is Mafalda has left a bloodied imprint of her face on every pillar, door, and wall the group has come across since this mad run began.

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Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Used to lab accident and larger things falling on her, Miss Sorbet can easily locate the gaps between bits of rubble.

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Perception DC 16: 1d20 + 9 ⇒ (14) + 9 = 23
Razzm glances towards the ceiling and then skillfully somersaults past the falling wreckage.

GM Frost |

Miss Sorbet and Razzm has no problem getting out of the library, and while they and Graeyson makes sure to help those who are having hard time to get out, they do not have enough time to escape, causing rocks and books fall on them and deal 10 bludgeoning damage vs DC 23 basic Reflex save.[/ooc]
We are down to the last two skill checks...
Everyone roll the DC 23 basic Reflex save vs 10 bludgeoning first before doing skill checks for the next chase. If a PC is knocked unconscious during this chase, one of the other party members can carry them along to the next area, though this imposes a –1 circumstance penalty to all the carrying PC’s checks. The unconscious PC can no longer participate in the chase unless another PC skips their turn in the chase to heal them (using Battle Medicine, the heal spell, consumable items, or other methods).
The bowls the statues hold have erupted in dark flame. Sparks and smoke fill the corridor. And please do not fail for the last two skill checks.
❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 4 - Fiery Wrath in Statue Corridor
ENCOUNTER MAP
──────────
BEFORE YOUR TURN:
──────────
Voron (AC 17): DC 23 basic Reflex save vs 10 bludgeoning damage
Desmond (AC 20, 22 w Shield): DC 23 basic Reflex save vs 10 bludgeoning damage
Miss Sorbet (AC 18): DC 23 basic Reflex save vs 10 bludgeoning damage
Razzm (AC 21, 23 w Shield): DC 23 basic Reflex save vs 10 bludgeoning damage
Mafalda (AC 19): DC 23 basic Reflex save vs 10 bludgeoning damage
Graeyson (AC 20): DC 23 basic Reflex save vs 10 bludgeoning damage
──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (16/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Fiery Wrath! (- HP) │ Chase Points 5; Overcome DC 18 Thievery to swat sparks aside; DC 19 to protect oneself from the smoke. The bowls the statues hold have erupted in dark flame. Sparks and smoke fill the corridor. Or other skills justified by roleplay at a higher DC.

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DC 23 Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Not sure which skill is required for the DC 19 check but Razzm doesn't have Thievery so I'll just make a die roll and see if it lines up with one of the skills I do have. If, however, someone is knocked unconscious by the Reflex save then Razzm will instead use his turn to feed them a healing potion so that they can make a skill check instead.
DC 19 skill check TBD: 1d20 ⇒ 5 + modifier TBD
Whelp, probably not going to matter regardless...
EDIT: Razzm would have used Acrobatics but with a +5 he still would have failed though thankfully he (just) misses a crit failure.

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DC23 Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
No thievery so a D19 "something"
Voron attempts to control the sparks with what he knows via his produce flame cantrip.
DC19 Arcana: 1d20 + 8 ⇒ (10) + 8 = 18 Wow... still no luck.

GM Frost |

Rereading the text, the DC 19 part does not have skill indicated, which is weird. I will allow relevant skills that can be used to protect one's self from smoke, such as Survival, Nature, Stealth, or Acrobatics.

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Reflex Save: 1d20 + 4 ⇒ (10) + 4 = 14
"Why are you tall people so clumsy? Are your eyes just too far from the ground to see where you're goin?"
Smoke damage is hard to get out of plush, so Miss Sorbet fashions herself a makeshift mask.
Crafting: 1d20 + 8 ⇒ (9) + 8 = 17
No hero points, so I am stuck with that roll. Circumstance bonus because smoke rises? ;)
-4 to that check if I have to use one of the listed skills instead

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Not sure if I have a hero point remaining but if I do it seems like it's worth spending to take another shot at the Acrobatics check...
Hero Point reroll if possible, DC 19 Acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22

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Reflex Save DC23: 1d20 + 10 ⇒ (14) + 10 = 24
Desmond manages to dodge some of the falling debris. He tries to keep weaving around to avoid the fire.
Acrobatics, DC19: 1d20 + 8 ⇒ (13) + 8 = 21

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Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Thievery: 1d20 + 8 ⇒ (3) + 8 = 11
Mafalda continues on her streak of bad luck, completely unable to dodge the falling stones and the last fiery stretch of the group's escape.

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Spend those Hero Points - we can't save them for the next scenario!

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I have spent both of them already, unfortunately. One turned a 2 into a 3. Paizo's forums are out to get me.

GM Frost |

Razzm manages to evade some rocks falling. and not be burned by the fire. Voron is hit by something big in his shoulder, so is Miss Sorbet. Desmond also makes his way not that harmed, as well as Graeyson.
The group work together to get out of the next chamber. Most of them manage to evade the fiery blow, and Miss Sorbet provides them with makeshift masks.
Success
What's next is a long stretch of tunnel before they can reach ruface. Phantasmal flames, thunderclouds, and other disasters roil in the darkness as the malevolent will of the deity bears down on the collapsing tunnel.
❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 5 - The Long Stretch in Tunnel and Wine Cellar
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (6/18 HP)
➤ Desmond (AC 20, 22 w Shield) (28/33 HP)
➤ Miss Sorbet (AC 18) (14/24 HP)
➤ Razzm (AC 21, 23 w Shield) (39/44 HP)
➤ Mafalda (AC 19) (17/27 HP)
➤ Graeyson (AC 20) (36/41 HP)
Long Stretch! (- HP) │ Chase Points 5; Overcome DC 17 Will save to repel the will of angry deity; DC 16 Athletics to keep running; DC 15 Intimidation to push back the hate with a primal scream. Or other skills justified by roleplay at a higher DC.
This will be the last skill check.

GM Frost |

Just one skill needed to be rolled. I am looking for 5 chase points for the group. A successful skill check gives 1 chase point, while 2 for a crit success. -1 for crit fail, though.

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Here's hoping for a turn of luck...
Begone angry diety! The curmudgeonly made thrusts his staff forward symbolically as he exerts his will.
DC17 Will: 1d20 + 9 ⇒ (5) + 9 = 14 -_-

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Razzm voices his frustration with these interminable obstacles, shouting angrily to the wind.
Intimidation DC 15: 1d20 + 9 ⇒ (2) + 9 = 11
Yeesh, the dice are really not with us. I've used my hero point already.
But the flames and smoke and dust clog his airways and his shout comes out as a vague kermit-like croak.

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Will: 1d20 + 6 ⇒ (7) + 6 = 13
"Get... out... of... my... stuffing..."