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Corey searches around with the others...
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
"Hey look! Nightkit and I found a dagger, a vial containing one handful of dust, and a sheet of beaten gold." he says excitedly.
"Does anyone know how to read Aklo?"
And attempts to follow the footprints...
Survival: 1d20 + 0 ⇒ (8) + 0 = 8

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"Thanks, Kit! And yes, I can help you."
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
"Huh... what's that? This akata has a leather strap in its mouth..." The young fighter pulls the strap out. "Hey! That looks like Nefti’s belt pouch - and a few pages of his journal are still readable!"
You may open the first Perception spoiler.
"Does anyone know how to read Aklo?"
"Only with the help of my wand."
And attempts to follow the footprints...
Survival: 1d20 + 4 ⇒ (3) + 4 = 7
"Darn akatas, running all over the place! I cannot make out the original footsteps!"
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"Maybe use your wand to see what the writng on the plate means."
Corey attempts to identify the handful of dust. He casts detect magic upon it, then...
Spellcraft & Elf Magic bonus: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Woot!
"Ah! Of course!"

GM Valen |

Cory identifies the handful of dust as dust of disjunction.
This fine powder looks like crushed diamonds. A single handful of this substance can be thrown in a 15-foot cone, at which point it attempts to absorb and neutralize any magic it comes in contact with. The magical properties of each unattended magic item in the area are momentarily suppressed as if targeted by dispel magic spell.

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Thanks Merida ... I'm fairly sure I can get a really cool looking performance outfit made out of this stuff. And how on Golarion did I miss that?
Aklo? Never heard of it

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"Not only does this dust have the ability to dispel magic, it also messes with constructs and golems. Who's going to carry it? Nightkit? You seem good with ranged and thrown weapons."

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"Okay, I'll try."
Merida draws her wand of Comprehend Languages and tries to get it to work.
UMD: 1d20 + 9 ⇒ (16) + 9 = 25
"It's a prayer one can perform under the open sky to channel the power of the stars."
Merida pauses briefly.
"I wonder if that is a good idea? Maybe it's a special prayer to Desna?"
Desna is pure speculation, but I thought it might occur to someone like Merida with no ranks in Knowledge (religion) or Knowledge (planes)... ;-)
In addition, inside the spoiler with Detect Magic it says: Any PC may attempt a DC 20 Knowledge (planes) check; if successful you may open the spoiler below.
And the dagger has a magical aura, too.
Wanna try your Spellcraft and Knowledge (planes) skills, @Ash and @Corey?

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It certainly sounds like a Desnian thing, but, I'm a worshipper of Desna, and I've never heard of this Aklo language before.
linguistics: 1d20 + 6 ⇒ (2) + 6 = 8

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Corey attempts to identify the dagger. He casts detect magic upon it, then...
Spellcraft & Elf Magic bonus: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
He looks closer at the sheet of beaten gold...
Spellcraft DC 20: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
"It's strange. I just can't figure it out, though."
Using Mythic Surge Ability...
Surge, take better result: 1d6 + 1 ⇒ (1) + 1 = 2
Surge, take better result: 1d6 + 1 ⇒ (1) + 1 = 2
Total of 20! Lol.
"The ritual will attract something from beyond the stars. Hmm. We do have the Power of the Jeweled Sages. Should we attempt the ritual?"

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K Planes: 1d20 + 13 ⇒ (12) + 13 = 25
...The process of perform the prayer under the open sky might also attract the notice of something beyond the stars. She throws her head back and laughs for a while. Then, calming down, he continues. In my native Ustolav, some nobles have fun like this. The end is always the same. An indescribable chthonic horror from the timelessness devours not only their minds and souls, but also everyone they ever loved. Believe me, all my necromancy looks like the whitest magic compared to this.

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"Aww. C'mon, you guys. It sounds so fun, though!"

GM Valen |

Performing the ritual—which does not require the character to understand Aklo—takes one minute.
Anyone attempting the ritual?
Corey attempts to identify the dagger. He casts detect magic upon it, then...
The elf cannot quite identify the properties of the dagger but confirms that it has moderate evocation aura.
With the trail of its quarry seemingly running cold, there appear to be only two options for trying to pick up the trail. One option is for the party to exit the temple the same way it entered and hope to find some previously overlooked clue. Instead, the party could clear the rubble from the door to exit the temple and hope to pick up the trail somewhere beyond the cleared exit.
Any PC other than Corey or Merida (who already made attempts) may attempt a Survival check
Based upon this finding, the party has another apparent option. The party could simply retrace its steps, return to the cliff, infer where the buried door opens, and climb around the mountain to reach it
Any PC may attempt a trained, Knowledge (dungeoneering) or a Perception check.
The cracks are far to small for a humanoid to squeeze through, but they could possibly have allowed passage by some sort of magical means.
As such, the cracks may suggest another option for exit. The party could break a hole in the floor to reach the tunnel below.
Attempt a Strength check to break, or make attack rolls on the floor in an effort to overcome hardness and cause sufficient damage to break it.
What do you wish to do, Pathfinders?

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Perception: 1d20 + 11 ⇒ (3) + 11 = 14
"Bah. Nothing."
"What now, friends?"

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Nightkit looks over to Corenthiir and gives him a firm, hard, NO!
I may be a risk taker but I know the risks and take precautions to mitigate them. This just sounds, ..... too chaotic ... and what does chthonic mean anyway?
survival: 1d20 + 0 ⇒ (17) + 0 = 17
She looks down at the ground and ponders. Hmmmm ... that's interesting
perception: 1d20 + 10 ⇒ (15) + 10 = 25
Hey! Theron! I think there's a tunnel under here. For some strange reason she starts singing Secret tunnel ..... Secret tunnel

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I might be crazy..but not stupid... Theron says as he shakes his head as the ritual is attempted.
He looks around to try to find the tracks.
[dice=survival]1d20+11
Nice find Kit...
Who's attempting the ritual?

GM Valen |

Hey! Theron! I think there's a tunnel under here. For some strange reason she starts singing Secret tunnel ..... Secret tunnel
Nightkit draws a-tune-tion attention to cracks in the temple floor that breach the ceiling of a lower tunnel.
The cracks are far to small for a humanoid to squeeze through, but they could possibly have allowed passage by some sort of magical means.
As such, the cracks may suggest another option for exit. The party could break a hole in the floor to reach the tunnel below.
Attempt a Strength check to break, or make attack rolls on the floor in an effort to overcome hardness and cause sufficient damage to break it.

GM Valen |

Theron grabs his sword in both hands and tries to put a crack in the floot.
The powerful swing chips away at the floor. Perhaps, a couple more like it could create a large enough hole for humanoids to slip through.

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"I have a morningstar. This might help bash through."
Mwk Cold-Iron Morningstar: 1d20 + 5 ⇒ (10) + 5 = 15
spiky bash: 1d8 + 1 ⇒ (5) + 1 = 6

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A bit more oomph Corey... the warrior says as he swings again.
PA: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 271d8 + 11 + 5 ⇒ (8) + 11 + 5 = 24
i forgot to readjust the damage on the attacks for 2 handed...should be +11 on the first one not +7..sorry

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"An opportunity to use my sword? Yay!"
Longsword: 1d20 + 7 ⇒ (12) + 7 = 19
Slashing, 2-handed: 1d8 + 3 ⇒ (6) + 3 = 9

GM Valen |

The party manages to smash its way to the tunnel below.
Current Chase Points: 2
The tunnel is part of a system of tunnels that run 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.
Based on the position of the temple above, the party can attempt to navigate the tunnels and use them as a shortcut; however, making optimal use of the tunnels requires following the trail while maintaining one’s sense of direction underground.
PCs may attempt a Knowledge (dungeoneering) or, at a higher DC, a Survival check to travel efficiently through the tunnels.

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Know (Arcana): 1d20 + 8 ⇒ (7) + 8 = 15
Nope.
Know (Dungeon): 1d20 + 4 ⇒ (8) + 4 = 12
Nope.

GM Valen |

For those who have not yet attempted the Craft (alchemy), Knowledge (arcane), or Knowledge (nature) checks in the prior post, feel free to do so.
Making optimal use of the tunnels to follow the trail and maintaining her sense of direction underground, Nightkit efficiently leads the party through the tunnels.
Current Chase Points: 3
The party emerges onto the surface, finding itself within a pass amidst the desert.
Before you stand two tall sandstone outcroppings rising to the north and south, each channeling whistling wind and stinging sand through the 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.
Strong winds channeled by the region’s topography blow west through this area.
When firing ranged weapons in the wind, PCs take a -2 penalty to ranged weapon attacks (either projectile or thrown). This includes ranged attacks made via spells of the conjuration school, but it does not include evocation ranged attacks. Also, tiny creatures or smaller are unable to move forward against the force of the wind unless they succeed at a DC 10 Strength check (on the ground) or a DC 20 Fly check if airborne. Further, there is a -2 penalty for skill checks that can be affected by the wind, such as Acrobatics, Climb, or Fly checks.
The sandstone scarps are 50 feet tall and feature only narrow handholds (Climb DC 20), save for a recently collapsed section to the northeast that has jagged spars that can serve as more adequate handholds (Climb DC 15) This rock fall has created an area of dense rubble at the base of the escarpment where it fell. The rest of the area is covered in light rubble. The DC of Acrobatics checks increases by 2.
Perception, Nightkit: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Corey Percept.: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Merida Percept.: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Perception, Ashtoret: 1d20 - 1 - 4 ⇒ (4) - 1 - 4 = -1
Perception, Seebonickk: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
Perception, Theron: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Initiative, Nightkit: 1d20 + 9 ⇒ (17) + 9 = 26
Corey Init: 1d20 + 13 ⇒ (13) + 13 = 26
Merida Init: 1d20 + 12 ⇒ (18) + 12 = 30
Initiative, Ashtoret: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, Seebonickk: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative, Theron: 1d20 + 8 ⇒ (12) + 8 = 20
Initiative, ??: 1d20 + 3 ⇒ (2) + 3 = 5
Going into rounds for reasons.
A DESERT DOMAIN? - Round One Begins!
PCs in bold may act
Merida
Corey
Nightkit
Ashtoret
Theron
Seebonickk

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k nature: 1d20 + 7 ⇒ (16) + 7 = 23
You guys do realize those were death worm tunnels ... right? she says, after they exited.

GM Valen |

You guys do realize those were death worm tunnels ... right? she says, after they exited.
Nightkit also recognizes the blistering carcass on the sand before the party as being that of a death worm.
The identification is a free action.
A DESERT DOMAIN? - Round One Begins!
PCs in bold may act
Merida
Corey
Nightkit
Ashtoret
Theron
Seebonickk

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"I’d kill for a potion of SPF 100 right now!"
Corey whips out his wand of mage armor and gives himself a tap.
Use Magic Device (DC 20): 1d20 + 10 ⇒ (20) + 10 = 30
"Ugh. This sand is getting in places even a love ballad wouldn’t dare go."
He scans the area for anything out of the ordinary.
Perception: 1d20 + 11 ⇒ (19) + 11 = 30

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Nightkit explains what a death worm is. Never seen one, but I've read about them.

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Earlier:
Craft: Alchemy untrained: 1d20 + 2 ⇒ (1) + 2 = 3 ^_^
Merida points to one of the spots along the rough walls that show signs of chemical reactions between the rock and some unknown substance.
"I wonder what kind of substance that is?"
Now:
"And the wind will mess with our arrows, if we have to fight here...
Apropos fight, yo we know what killed this one? What creature is powerful enough to kill a death worm? We should be concerned, right? What if it is still here?"
Merida draws her bow and looks around for the powerful predator. She also looks UP.
Aid Perception: 1d20 + 9 ⇒ (15) + 9 = 24

GM Valen |

Nightkit is able to relay that death worms are reclusive creatures, which are much feared in the deserts, badlands, and steppes in which they dwell for they bring to a battle multiple harrowing ways of inflicting death upon their foes—acid, lightning, poison, and ravenous jaws. The creatures are remarkably good at hiding amid the sands and rocks of their favored terrain, and devilishly efficient at selecting foes that they can easily kill.
Cory looks around, but the scouring wind makes it difficult to see.
-4 penalty applied to Perception check due to the strong winds and dust.
Even with Merida's help, he spots nothing.
Not sure how to interpret the other's posts mechanically, as they are mostly speaking (free action). I will give the party more time to post actions or indicate delay, before I move us along. As the weekend is approaching, I am not sure when that will be, but at least 24 hours.
A DESERT DOMAIN? - Round One Cont'd!
PCs in bold may act
Merida
Corey
Nightkit
Ashtoret
Theron
Seebonickk

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Nightkit moves forward to the carcass to get a closer look at it.
perception: 1d20 + 10 ⇒ (17) + 10 = 27

GM Valen |

The scouring wind makes it difficult for everyone to see.
-4 penalty applied to Perception checks due to the strong winds and dust.
Even with Theron's help, Nightkit spots no immediate threat. Examining the body, she sees that blister cover the death worm’s body, some of which have burst.
A DESERT DOMAIN? - Round One Cont'd!
PCs in bold may act
Merida
Corey
Nightkit
Ashtoret
Theron
Alton Hilltopple 2

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Botting so we can move on...
Ashtoret takes in her surroundings.
Delay

GM Valen |

Apologies for the delays on my end. 4 kids, 1 crazy summer
A slithering, multilegged blue reptile emerges from behind the windswept rock. Its fearsome head is crowned with two large, curling horns. It crawls toward Nightkit, opens its gaping maw, and then releases a bolt of electricity.
Damage (electricity), Reflex DC 22 for half: 7d6 + 2 ⇒ (4, 4, 1, 2, 6, 3, 1) + 2 = 23
Grab (Ex) A behir’s grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.
A DESERT DOMAIN? - Round Two Begins!
PCs in bold may act
Merida
Corey
Nightkit -23 HP (Reflex to reduce/negate)
Ashtoret
Theron
Alton Hilltopple 2
Blue reptile

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Spread out... Theron yells as he barrels forward.
Come get me, you little bug! he spits at it, hoping to draw its attention away from the others.
just a move...i'll ready an attack in case it gets in close...
readied: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 8 ⇒ (8) + 8 = 16