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Earlier:
"Corey, Ash, Alton: wanna check out the items we found on/in the behir? They might be magical... or cursed."
(Link to the loot post)
Now:
"Ugh. This heat is intolerable. After this, I'm getting a wand of endure elements."
"You mean a wand..." Merida draws a wand. "...like this one? Take it and put it to good use, please. There are enough charges for all of us!"
This negates the need to make the first two Fort saves, right?"The air sure is thin up here."
"I agree, breathing is harder than usual..."
Unfortunately, Endure Elements doesn’t help with oxygen, so:
Fortitude: 1d20 + 7 ⇒ (18) + 7 = 25
"...but I'm okay."

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"Thank you for the endure elements. I'm feeling much better now. Like I'm in a temperate forest instead of a blazing hot desert."
"Ok. Let's see what we have here..."
Corey casts detect magic on the items and then tries to identify each one.
Spellcraft Bead: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Spellcraft Ring: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

GM Valen |

This negates the need to make the first two Fort saves, right?
Correct. I am fine removing the heat damage from Nightkit. Also, neither Nightkit nor Theron take ability score damage due to the altitude. Instead, each is fatigued.
Botting Ashtoret and Alton Hilltopple 2 to move us along.
Ashtoret, Fort save: 1d20 + 3 ⇒ (2) + 3 = 5
Alton Hilltopple 2: 1d20 + 5 ⇒ (15) + 5 = 20
Ashtoret is fatigued.
The party's pursuit is slowed by the thin atmosphere of the high mountain pass.
Current Chase Points: 2
Leaving the campsite, the party follows a trail down the mountain, returning to a lower altitude zone.
PCs loose fatigued conditions from altitude effects.
The narrow and sinuous path down the mountain limits visibility. As such, the Pathfinders only spot their quarry just as the party reaches the end of the trail.
Severe winds and airborne sand make it virtually impossible to maintain a visual on the pair for long and the pathway ahead contains a number of twists and turns.
The PCs have an opportunity to gain 1 final Chase Point by trying to sneak up on Kafar and Nefti before the Aspis agents realize they’re being chased and we go into the next encounter. Each PC may attempt a Stealth check. If at least half of the PCs succeed, the party gains 1 Chase Point.

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Stealth: 1d20 + 12 ⇒ (18) + 12 = 30

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Stealth - ACP: 1d20 + 6 - 0 ⇒ (5) + 6 - 0 = 11 :-(

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[dice=Stealth - ACP]1d20+6-0 :-(
Use a mythic surge to try to get that to an 18. Maybe the DC is only 15 or 16.

GM Valen |

Merida Bowie wrote:[dice=Stealth - ACP]1d20+6-0 :-(Use a mythic surge to try to get that to an 18. Maybe the DC is only 15 or 16.
Mystic surge may be used after the result is revealed. Therefore, I will inform you that so far, only Corey has succeeded on the Stealth check.

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Mystic surge may be used after the result is revealed. Therefore, I will inform you that so far, only Corey has succeeded on the Stealth check.
So, it's clear that Merida will not be able to succeed even with rolling a 6 on the D6. However, Kit and Theron can still try a mystic surge.
Shall we bot Alton Hilltopple and Ashtoret to move on?

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Earlier:
"What did you say, Corey? This is a crown of swords? Awesome! How does it work?"
Congrats, Corenthiir! You identified the "ring": a Crown of Swords! As one needs to be "struck in combat" I think we should give it to our frontliner Theron. Does everyone agree?

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"Yep! A crown of swords. Pretty neat magic item. Theron should definitely wear it."

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Nightkit will attempt a Mythic Surge
d6
Try again. Roll 1d6+1 twice and take higher result.

GM Valen |

Sorry, busy past few days...
With mythic effort, both Nightkit and Theron, along with Corey allow the party to sneak up closer on Kafar and Nefti.
Final Chase Points: 3.
It is only once the Aspis agents reach the Crack in the Mountain that they realize that they are being chased! Nevertheless, the tricksters are moments away from reaching the sanctuary and have a chance to make a run for it.
This encounter uses the chase rules from page 232 of the Pathfinder RPG GameMastery Guide as well as new rules for mythic chases.
Each square represents approximately 30 feet of distance between the Aspis agents and the PCs, and the PC must close within 30 feet of the two (i.e. in the same square) in order to catch them. You may use the chase diagram as a visual aid to help track your progress and judge the PCs' distance from Kafar and Nefti. The PCs begin on the High Ground square.
Due to the twisting pathway, severe winds, and airborne sand, it is virtually impossible to target any creature more than two squares away. The range of most attacks is limited. This feature also limits the effective range of accurate teleportation like dimension door. Finally, the severe winds cause a flying creature to take a –4 penalty on checks to avoid obstacles, resulting in a net +6 bonus on checks to avoid obstacles for flying creatures instead of the normal +10 bonus.
Initiative, Nightkit: 1d20 + 9 ⇒ (12) + 9 = 21
Corey Init: 1d20 + 13 ⇒ (11) + 13 = 24
Merida Init: 1d20 + 12 ⇒ (6) + 12 = 18
Initiative, Ashtoret: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative, Seebonickk: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative, Theron: 1d20 + 8 ⇒ (6) + 8 = 14
Initiative, Kafar: 1d20 + 6 ⇒ (10) + 6 = 16
Initiative, Nefti: 1d20 + 6 ⇒ (4) + 6 = 10
THE FINAL HEAT! - Round One Begins!
PCs in bold may act
Corey
Nightkit
Merida
Kafar & Nefti
Theron
Seebonickk
Ashtoret

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perception: 1d20 + 10 ⇒ (7) + 10 = 17
There they are. I suppose saying 'Stop! You're under arrest' isn't going to work.

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"Yep! There they are. Let's get 'em!!!"
Perception vs DC 20: 1d20 + 11 ⇒ (13) + 11 = 24
Will use 2nd move action to try to get through card 2. And hoping to "Clear a Path" for the others...
Corey tries to scramble down the steep slope...
Acrobatics vs DC 17: 1d20 + 12 ⇒ (18) + 12 = 30
As he scrambles down the slope, he pulls scrub brush and plants closer to the trail for the others to use as handholds.
CLEARED THE PATH ON CARD 2!

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@GM: Merida has rolled Init 18, that does count for High Ground (the first square), right? And Corey cleared the second square, so she doesn't need to make a check to get to the Narrow Pass as well.
Very quick on her feet, Merida effortlessly follows Corenthiir down the Steep Slope, thanks to the new improvised handholds he created. She even draws her bow during the last steps down, then suddenly starts running past the bard and attempts to get through the Narrow Pass, too!
spending a use of mythic power to use Fleet Charge (swift action).
Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
@GM: That result should allow me to arrive at the Quicksand Patch. Can I spend another use of mythic power to Clear the Path? If yes, the obstacles are removed from card 3 as well!
Having spotted that the narrowest point of the pass is actual less tight in the two feet near the ground, Merida gets through the Narrow Pass by running full speed and then dropping into a slide. "Do what I just did - it's the quickest way to get through!"
After she arrives at the Quicksand Patch she fires an arrow at the nearest Aspis.
According to the map, that's Nefti (which is fine by me).
To hit: BAB, Dex, Magic, Weapon Focus, Weapon Training 1, PBS, Precise Shot, Rapid Shot, Deadly Aim
Damage: Str, Magic, Weapon Specialization, Weapon Training 1, PBS, Deadly Aim
+1 Longbow Deadly Aim, Fleet Charge: 1d20 + 5 + 5 + 1 + 1 + 1 - 2 + 3 ⇒ (3) + 5 + 5 + 1 + 1 + 1 - 2 + 3 = 17 (vs. flat-footed?)
Add +1 if PBS applies. I did not include any penalty (e.g. wind).
Magic Piercing, cold iron: 1d8 + 2 + 1 + 2 + 1 + 4 ⇒ (7) + 2 + 1 + 2 + 1 + 4 = 17
Add +1 if PBS applies. This attack bypasses all DR.

GM Valen |

Nightkit is momentarily stopped in her tracks
No progress (unless Corey uses "Clear the Path" on card 1, High Ground, as discussed below, then she can move to Card 2.)
"Yep! There they are. Let's get 'em!!!"
[dice=Perception vs DC 20]1d20+11Will use 2nd move action to try to get through card 2. And hoping to "Clear a Path" for the others...
Corey tries to scramble down the steep slope...[s]CLEARED THE PATH ON CARD 2!
I don't see how Corey has sufficient actions to clear the path on card 2.
The Chase Rules state: "Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card’s two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon."
This chase conforms with the base assumption. My understanding is that, on his turn, Corey overcame the obstacle with a successful Perception check (one action) and then was able to move through to the next card (move action). Unless I am missing something, Corey did not have enough actions remaining to attempt to overcome the obstacle on card 2, Steep Slope. Accordingly, it appears to me that if Corey wanted to use a free action and one use of his mythic power, he could "Clear the Path" on card 1 only.
@GM: Merida has rolled Init 18, that does count for High Ground (the first square), right?
I don't believe that conclusion is right and that a second Initiative check (or Perception check) is required (unless Corey used "Clear the Path" as above).
The Chase Rules state: "At the start of the chase, each participant makes an Initiative check to determine the order in which he moves." I understand this to mean that the Initiative check applies only to determining the order of actions in the round and that the obstacle on Card 1, High Ground, requires a second Initiative check (or Perception check) to overcome it.
And Corey cleared the second square, so she doesn't need to make a check to get to the Narrow Pass as well.
Even if Corey had cleared the second square and Merida's initial Initiative check was both sufficient and did not count as an action, Merida lacks sufficient actions to reach Card 4, Quicksand Patch She moved to Card 2 (move), moved to Card 3 (swift), and overcame an obstacle (action). It appears to me that Merida is now out of actions for the round.
@GM: That result should allow me to arrive at the Quicksand Patch. Can I spend another use of mythic power to Clear the Path? If yes, the obstacles are removed from card 3 as well!
The Mythic Chase rules state: A mythic character can spend one use of mythic power once per round as a free action to do one of the following...Clear the Path.
Merida cannot use mythic power twice in the same round or expend two swift actions in the same round. She lacks the actions to fire an arrow.
THE FINAL HEAT! - Round One Cont'd!
PCs in bold may act
Corey (please revise actions for the round as per discussion above)
Nightkit
Merida (may revise actions for the round above; otherwise I will resolve actions as posted per discussion above following Corey's revision)
Kafar & Nefti
Theron
Seebonickk
Ashtoret
The chase "map" is now revealed on Slides and I have repositioned tokens per discussion above.

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Oops. Okay. Passed the first check on Card 1 (Perception, Standard & move). Then standard to attempt Acrobatics check on Card 2. Success with Acrobatics check of 30. Free action to clear path on Card 2. Thats a total of 2 rounds of actions. At beginning of Round 3, Corey should be on card 3, ready to attempt challenge.

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Thanks for the explanation, GM Valen! I completely missed the standard action part. *facepalm* Will revise actions after Corey's revision.

GM Valen |

Corey spots the two Aspis agents quickly. Rushing ahead, he observes a steep slope ahead.
THE FINAL HEAT! - Round One Cont'd!
PCs in bold may act
Corey
Nightkit
Merida
Kafar & Nefti
Theron
Seebonickk
Ashtoret
The chase "map" is now revealed on Slides and I have repositioned tokens per discussion above.

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Initiative: 1d20 + 12 ⇒ (4) + 12 = 16
Merida quickly gets through the high ground to the Steep Slope.
Round 1: Move action to move through card 1, standard action to make the check, swift action for Fleet Charge to move through card 2. Unfortunately, Merida cannot Clear the Path for card 1 as she did not exceed the DC of the check - and in addition, it's neither a skill check nor a saving throw...
@GM Valen: Can I keep the result of the reflex save above for the Narrow Pass?

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Are we going to have to bot Theron Randallas, Ashtoret, & Alton Hilltopple? Alton hasn't posted since June 30th.

GM Valen |

The long partnership between the pair of Aspis agents allows them to work together to overcome obstacles.
Kafar and Nefti act on the same initiative count, and whenever they attempt to defeat an obstacle, they both roll the skill check or save and
use the higher result.
Kafar, Escape Artist: 1d20 + 2 ⇒ (3) + 2 = 5
Nefit, Escape Artist: 1d20 + 15 ⇒ (6) + 15 = 21
The pair squeezes through a crack in the mountain and rush further ahead.
THE FINAL HEAT! - Round One Cont'd!
PCs in bold may act
Corey
Nightkit
Merida
Kafar & Nefti
Theron
Seebonickk
Ashtoret
The chase "map" is now revealed on Slides with positions for the Aspis agents updated.

GM Valen |

ok..just to clarify..i still have to do the first ones too? or do i start where Corey is?
None of the obstacles have been cleared. Corey intends to Clear the Path during the second round, which is why I have not yet started Round Two.

GM Valen |

Theron tries to catch up with Corey, moving as quickly as he can.
for step 1
Unless I am missing something, Theron has only a standard (Initiative checK) and a move action (getting to card 2) to spend this round.
THE FINAL HEAT! - Round One Cont'd!
PCs in bold may act
Corey
Nightkit
Merida
Kafar & Nefti
Theron
Seebonickk
Ashtoret

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@GM: Seebonickk isn't in this game. Alton Hilltopple 2 took his place.

GM Valen |

Alton makes no progress.
BOTTING Ashtoret - No post in 24+ hours
Ashtoret attempts to act quickly.
Initiative, Ashtoret w/mythic: 1d20 + 2 + 3 ⇒ (13) + 2 + 3 = 18
Applying Corey's actions for Round Two as posted above.
As he scrambles down the slope, he pulls scrub brush and plants closer to the trail for the others to use as handholds.
CLEARED THE PATH ON CARD 2!
THE FINAL HEAT! - Round Two Begins!
PCs in bold may act
Corey
Nightkit
Merida
Kafar & Nefti
Theron
Alton Hilltopple 2
Ashtoret

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Perception: 1d20 + 9 ⇒ (13) + 9 = 22 (to get off the first card)
The second card is cleared so she moves through that.

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Still very quick on her feet, Merida starts running past the bard and attempts to get through the Narrow Pass, too!
@GM: The successful Reflex save was already rolled here.
Having spotted that the narrowest point of the pass is actual less tight in the two feet near the ground, Merida gets through the Narrow Pass by running full speed, dropping on her knees, sliding through and jump back up on her feet.
Round 2: move action to move through the card, standard action to make the Reflex check, free action to spend a use of mythic power to Clear the Path.
"Everyone, do what I just did - it's the quickest way to get through!"
@GM: I took the liberty to cross out the checks on card 3. I hope that's ok...

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Corenthiir wrote:@GM: Seebonickk isn't in this game. Alton Hilltopple 2 took his place.sorry my mistake
I went ahead and put in Alton's initiative and perception on slide 2.

GM Valen |

Kafar and Nefti attempt to cross the narrow surface.
Kafar, Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
Nefit, Acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16
Move
Together, they make their way to the base of a natural bridge.
THE FINAL HEAT! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Kafar & Nefti
Theron
Alton Hilltopple 2
Ashtoret
Round Three
Corey
Nightkit
Merida

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Round 3. Standard to attempt challenge on Card 4...
Corey suddenly finds himself mired in quicksand in the middle of the mountain desert.
"Okay. Don't panic." he tells himself as he tries to stay afloat. He attempts to swim across the thick mess without sinking.
Swim DC 17: 1d20 + 1 ⇒ (16) + 1 = 17
He stays calm and manages to paddle his arms and legs to safety on the other side.
Move action to move to Card 5.

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Round 3: Moving through card 4, then trying to overcome the challenge on card 4...
Merida pursues the Aspis duo... but suddenly starts sinking on a patch of sand! "No! I'm sinking! That must be quicksand!"
Swim - ACP, DC 17: 1d20 + 6 - 0 ⇒ (6) + 6 - 0 = 12 :-(
She tries to swim across, but it takes all her effort to stay at the surface.

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Theron moves up and tries to close the distance with the Aspis agents
move for 3, then try to overcome 4...how do i clear the path again?[dice=survival]1d20+11
Mythic chase rules are on slide 10. Also, basically, it's a standard action to attempt one of the challenges on the card, then a move action to move through a card. If the path has been cleared on a card, you still need to spend a move action to get through that card.