Thevenin Serkat
|
"Someone is planting a tree here!" Thevenin exclaims happily, clapping their hands excitedly, before realizing that it was intended as a trap for the humanoids. "... oh."
Thevenin moves around the pit ◆, and assuming they now have line of sight, zaps Red and Blue ◆◆.
Electricity: 3d4 ⇒ (4, 1, 4) = 9
DC 19 basic Reflex save
Elduin Nerifiel
|
Thinking the barricade is definitely an issue the half elf gives away throwing magically a sharp stone towards it.
Telekinetic projectile: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 3d6 ⇒ (5, 1, 3) = 9
GM Tiger
|
R,B Reflex vs DC 19: 2d20 + 10 ⇒ (3, 17) + 10 = 30
Elduin hurls a rock at the barricade but it skips over a tree root and flies off harmlessly into the distance.
Thevenin sends a bzzap at the Red and Blue gremlins. Blue avoids the worst of the zap but Red gets shocked. Both let out a shrill squeal of pain and fear.
White pulls out a bow and shoots a pair of arrows at Cinty from close range.
Shortbow vs Aunt Cinty AC 18: 1d20 + 8 ⇒ (8) + 8 = 16 for Piercing Damage: 1d6 ⇒ 4
Shortbow vs Aunt Cinty AC 18, MAP: 1d20 + 3 ⇒ (13) + 3 = 16 for Piercing Damage: 1d6 ⇒ 2
Fortunately, for the already unlucky gnome, both arrows miss. Blue shrieks all sorts of unmentionables at Thevenin and drops a thunderbolt on him.
Thunderstrike vs Thevenin; Electricity + Sonic; DC 18 Basic Reflex: 1d12 + 1d4 ⇒ (9) + (4) = 13
Blue also steps closer to Aunt Cinty.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
DC 18 Basic Reflex vs 13 Electricity/Sonic: Thevenin
Special Conditions:
* Immune to Unluck aura: Salera
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
------------------
Those with ** may go
**Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
**Topias - AC 23, 52/52
**Aunt Cinty - AC 18, 50/56 (Fast Healing 4, 1/4; Unlucky)
Yellow
Elduin Nerifiel - AC 19, 40/40
Red (-9)
Jortix - AC 18 (19 w/shield), 29/29
Thevenin Serkat - AC 19 (20 w/shield), 35/35
Blue (-4)
White
GM Tiger
|
You can opt to play a 4th landmark if you wish. This 4th landmark is strictly optional so I thought I'd throw it out there.
| Salera, the Reformed |
"Jiggs, boost me." Jiggo nods and decides to Act Together before boosting her strength.
Salera tries to climb again.
Athletics: 1d20 + 8 ⇒ (3) + 8 = 11
and again...
Athletics: 1d20 + 8 ⇒ (2) + 8 = 10
Annoyed, she just shuffles through the grass.
◆◆◆ Act Together
- Jiggo casts Boost Eidolon on Salera
- ◆ Salera tries to climb
- ◆ Salera tries to climb
- ◆ Salera gives up and Strides
Thevenin Serkat
|
Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
22/35
"No bzzap me!"
GM Tiger
|
Salera tries to climb over the barricade again but doesn't succeed. She finally goes around and comes face to face with a gremlin. Thevenin is unable to avoid the lightning bolt and gets zapped.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
Special Conditions:
* Immune to Unluck aura: Salera
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
------------------
Those with ** may go
Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
**Topias - AC 23, 52/52
**Aunt Cinty - AC 18, 54/56 (Fast Healing 4, 2/4; Unlucky)
Yellow
Elduin Nerifiel - AC 19, 40/40
Red (-9)
Jortix - AC 18 (19 w/shield), 29/29
Thevenin Serkat - AC 19 (20 w/shield), 22/35
Blue (-4)
White
Topias
|
The champion wades between the trees and barricade ◆, draws his scimitar ◆ and swings unsuccessfully at yellow ◆.
+1 scimitar: 1d20 + 9 ⇒ (2) + 9 = 11
Incendia Pyreclast
|
Cindy shifts her position to line up some of the enemies, then transforms into a bolt of lightning to zap her way through them!
Stride, lightning dash
electricity: 2d12 ⇒ (9, 2) = 11
DC 17 Basic Reflex
GM Tiger
|
Topias Will 1: 1d20 + 9 ⇒ (18) + 9 = 27
Topias Will 2: 1d20 + 9 ⇒ (11) + 9 = 20
R, B Ref vs DC 17: 2d20 + 10 ⇒ (6, 1) + 10 = 17
Y Ref vs DC 17: 1d20 + 9 ⇒ (1) + 9 = 10
Topias charges around the barricade. He feels a bit odd but shrugs it off. He draws his scimitar and takes a swing at Yellow but doesn't hit. Cinty suddenly becomes like a bolt of lightning and runs through Red, Blue and Yellow. Neither gremlin gets out of the way in time and Yellow is incinerated.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
Special Conditions:
* Immune to Unluck aura: Salera, Topias
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
------------------
Those with ** may go
Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
Topias - AC 23, 52/52
Aunt Cinty - AC 18, 54/56 (Fast Healing 4, 2/4)
**Elduin Nerifiel - AC 19, 40/40
Red (-20)
Jortix - AC 18 (19 w/shield), 29/29
Thevenin Serkat - AC 19 (20 w/shield), 22/35
Blue (-26)
White
GM Tiger
|
Elduin's second rock crashes into the barricade and reduces it to its component parts. Red concentrates and points at the ground. Suddenly Topias finds himself standing on an oil slick!
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
DC 18 Reflex / Acrobatics or fall prone: Topias
Special Conditions:
* Immune to Unluck aura: Salera, Topias
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go
Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
Topias - AC 23, 52/52
Aunt Cinty - AC 18, 54/56 (Fast Healing 4, 2/4; Unlucky)
Elduin Nerifiel - AC 19, 40/40
Red (-20)
**Jortix - AC 18 (19 w/shield), 29/29
**Thevenin Serkat - AC 19 (20 w/shield), 22/35
Blue (-26)
White
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.
* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed
GM Tiger
|
It appears I misread the scaling for this encounter and made it too easy... enjoy the lucky break :)
Thevenin Serkat
|
Thevenin slides to the northeast and zaps Red and Blue again.
Electricity: 3d4 ⇒ (4, 2, 3) = 9
DC 19 basic Reflex save
GM Tiger
|
R, B Ref vs DC 19: 2d20 + 10 ⇒ (4, 16) + 10 = 30
Thevenin zaps Red and Blue again. Red again doesn't move fast enough and takes the full zap while Blue manages to avoid the worst of the damage.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
DC 18 Reflex / Acrobatics or fall prone: Topias
Special Conditions:
* Immune to Unluck aura: Salera, Topias
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go
Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
Topias - AC 23, 52/52
Aunt Cinty - AC 18, 54/56 (Fast Healing 4, 2/4)
Elduin Nerifiel - AC 19, 40/40
Red (-29)
**Jortix - AC 18 (19 w/shield), 29/29
Thevenin Serkat - AC 19 (20 w/shield), 22/35
Blue (-30)
White
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed
Jortix
|
Jortix waves her hands and sends piercing darts towards white
Needle darts@white: 1d20 + 9 ⇒ (13) + 9 = 22
Damage, p: 4d4 ⇒ (1, 3, 3, 4) = 11
Move closer + needled darts
GM Tiger
|
Jotrix moves in close. She suddenly feels a bit odd.
Will DC 16: 1d20 + 8 ⇒ (5) + 8 = 13
Will DC 16: 1d20 + 8 ⇒ (20) + 8 = 28
She feels that she's been jinxed somehow.
Needle Darts vs White #2: 1d20 + 9 ⇒ (2) + 9 = 11
White takes a pair of potshots at Jotrix, Salera: 1d2 ⇒ 1
Shortbow vs Jotrix AC 18: 1d20 + 8 ⇒ (14) + 8 = 22 for Piercing Damage: 1d6 ⇒ 2
Shortbow vs Jotrix AC 18, MAP: 1d20 + 3 ⇒ (7) + 3 = 10 for Piercing Damage: 1d6 ⇒ 1
The first arrow grazes Jotrix's arm, leaving a shallow flesh wound. Meanwhile, Blue concentrates and suddenly another oil slick appears, this time under Salera and Jotrix!
Thevenin also feels somewhat weird...
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result): Thevenin
DC 18 Reflex / Acrobatics or fall prone: Topias, Salera, Jotrix
Special Conditions:
* Immune to Unluck aura: Salera, Topias
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go
**Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
**Topias - AC 23, 52/52
**Aunt Cinty - AC 18, 56/56 (Fast Healing 4, 3/4; Unlucky)
**Elduin Nerifiel - AC 19, 40/40
Red (-29)
Jortix - AC 18 (19 w/shield), 27/29 (Unlucky)
Thevenin Serkat - AC 19 (20 w/shield), 22/35
Blue (-30)
White
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.
* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed
Topias
|
Reflex save: 1d20 + 9 ⇒ (8) + 9 = 17
Topias falls, despite his best effort.
Thevenin Serkat
|
Will 1: 1d20 + 8 ⇒ (3) + 8 = 11 vs DC 16
Will 2: 1d20 + 8 ⇒ (12) + 8 = 20 vs DC 16
"Blech. I feel unlucky."
| Salera, the Reformed |
Salera watches the grease form under her feet.
Reflex: 1d20 + 10 ⇒ (2) + 10 = 12
Salera watches the ground as she slams into it face first.
"When I get over there..." She crawls out of the muck.
"I'm going to wear your entrails as a garter belt!" She Stands up and faces down the creature in blue.
"Jiggs! Boost me!"
Claw: 1d20 + 11 ⇒ (8) + 11 = 19
Slashing Damage, Boost Eidolon: 2d6 + 1 + 4 ⇒ (5, 1) + 1 + 4 = 11
Jiggo helps out to enhance her strength. "Watch your temper, honey."
◇ Salera faceplants
◆ Salera Crawls
◆ Salera Stands
◆ Act Together
- ◆ Jiggo casts Eidolon Boost
- ◆ Salera Strikes Blue
Incendia Pyreclast
|
Cindy calls on the elements again and lets fly chunks of wood at the blue gremlin.
Channel Elements (w/1-action blast), Two-Action blast
wood blast: 1d20 + 11 ⇒ (13) + 11 = 24 for bludgeoning: 1d8 ⇒ 2
bad luck: 1d20 + 11 ⇒ (20) + 11 = 31
wood blast: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7 for bludgeoning: 1d8 + 4 ⇒ (1) + 4 = 5
bad luck: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
GM Tiger
|
Salera face plants, much to Blue's delight. However, its laughter abruptly cuts off as Salera slashes its neck with her claws, dropping it.
Red Fort: 1d20 + 9 ⇒ (20) + 9 = 29
White Fort: 1d20 + 5 ⇒ (14) + 5 = 19
Aunt Cinty blasts Red with chunks of wood. She hits but does little damage. Elduin creates a violent disturbance in the air between Red and White. Red manages to clench up and resist all damage but White isn't so lucky and takes the full force of the blow.
Topias, meanwhile, also face plants on the ground. Red giggles at the sight.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
DC 18 Reflex / Acrobatics or fall prone: Topias, Jotrix
Special Conditions:
* Immune to Unluck aura: Salera, Topias
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go
Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
**Topias - AC 23, 52/52
Aunt Cinty - AC 18, 56/56 (Fast Healing 4, 3/4; Unlucky)
Elduin Nerifiel - AC 19, 40/40
Red (-31)
Jortix - AC 18 (19 w/shield), 27/29 (Unlucky)
Thevenin Serkat - AC 19 (20 w/shield), 22/35 (Unlucky)
White (-7)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.
* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed
Topias
|
Reflex save: 1d20 + 9 ⇒ (7) + 9 = 16
Face planting one more time ◆, Topias decides to crawl ◆ out of spell area.
GM Tiger
|
oops. sorry. forgot to remove the requirement for the save. So you're going to crawl out of the spell area and stand up? You'll have 1 action left.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
DC 18 Reflex / Acrobatics or fall prone: Jotrix
Special Conditions:
* Immune to Unluck aura: Salera, Topias
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go
Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
**Topias - AC 23, 52/52 (1 action)
Aunt Cinty - AC 18, 56/56 (Fast Healing 4, 3/4; Unlucky)
Elduin Nerifiel - AC 19, 40/40
Red (-31)
Jortix - AC 18 (19 w/shield), 27/29 (Unlucky)
Thevenin Serkat - AC 19 (20 w/shield), 22/35 (Unlucky)
White (-7)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.
Topias
|
He tries to strike closest enemy, but instead hits pile of rocks in the middle. ◆
+1 scimitar: 1d20 + 9 ⇒ (3) + 9 = 12
slashing: 2d6 + 2 ⇒ (2, 5) + 2 = 9
GM Tiger
|
Topias attempts to slash at White but doesn't hit. He does hit what appears to be a small pile of treasures, including a bunch of acorns and what appears to be an ugly gremlin statue.
Red moves around Topias and flanks him, before attempting to bite.
Bite vs Topias AC 23, OG: 1d20 + 11 ⇒ (20) + 11 = 31 for Piercing: 1d8 + 1 ⇒ (1) + 1 = 2
Sneak: 1d6 ⇒ 1
Bite vs Topias AC 23, OG, MAP: 1d20 + 6 ⇒ (15) + 6 = 21 for Piercing: 1d8 + 1 ⇒ (2) + 1 = 3
Sneak: 1d6 ⇒ 1
Red manages to bite but its teeth don't do much damage.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain: Trees are difficult terrain
Before Your Turn:
DC 16 Will Save (Roll Twice and take the worse result):
DC 18 Reflex / Acrobatics or fall prone: Jotrix
Special Conditions:
* Immune to Unluck aura: Salera, Topias
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go
Jiggo Maeleranti - AC 17, 60/60; Salera AC 21
Topias - AC 23, 42/52
Aunt Cinty - AC 18, 56/56 (Fast Healing 4, 3/4; Unlucky)
Elduin Nerifiel - AC 19, 40/40
Red (-31)
**Jortix - AC 18 (19 w/shield), 27/29 (Unlucky)
**Thevenin Serkat - AC 19 (20 w/shield), 22/35 (Unlucky)
White (-7)
Jortix
|
Jortix keeps sending darts trying to fight through the misfortune
Needle darts@red: 1d20 + 9 ⇒ (18) + 9 = 27
Needle darts@red: 1d20 + 9 ⇒ (11) + 9 = 20
Damage, p: 4d4 ⇒ (1, 3, 2, 3) = 9
Than she shields herself
Thevenin Serkat
|
Unlucky Thevenin springs through the woods with nary a care.
"Bzzap!"
Electric Arc vs Red, White
Electricity: 3d4 ⇒ (1, 4, 2) = 7
DC 19 basic Reflex save
GM Tiger
|
Jotrix Ref 1: 1d20 + 7 ⇒ (2) + 7 = 9
Jotrix Ref 2: 1d20 + 7 ⇒ (19) + 7 = 26
Jotrix loses her balance and immediately face plants in the goo. Red howls with mirth. Jotrix gets up and sends needle darts at Red. The darts blow through the gremlin's small body and out the other side. White sees the carnage and immediately screams. "Wait! WAIT! I give up!! I GIVE UP!! No kill! NO KILL!!!"
So what do you want to do with the surrendered fey?
Jiggo Maeleranti
|
"Oh! You're surrendering? Good. Sal'era, relax." Jiggo's words cut through to Salera, and she catches herself.
"I'll tend to your friend's wounds, at least Stabilize them." Jiggo moves up towards the gremlins. "What... exactly is going on here? Looks like a lot of fey have been here recently."
Thevenin Serkat
|
Thevenin will put on their angriest face.
"No move ... or ... bzzap! Okay?"
They will stand on the fey while someone else ties up the little gremlin. (Thevenin has rope if nobody else does.)
Then, they'll sit there, looking judgementally at the gremlin while questions are being asked.
Intimidation: 1d20 + 9 ⇒ (6) + 9 = 15, if necessary.
GM Tiger
|
"We just found some really delicious acorns that led us here. We just defending our stash!! No bzzap!! No bzzap!!"
As the gremlin spills his guts, you notice that the land reverts back to its pristine state. The pit traps are all filled in and everything looks like it was.
You have up to 1 hour to recuperate. Medicine checks, refocus, etc.
Topias
|
"We won't touch your stash. You have my promise." Topias calmly states
diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10
Medicine with assurance for result of 17
Jiggo Maeleranti
|
"Well, looks like you just migrated here. Feels like we need to communicate more. Is there a leader we can talk to about this? The Pathfinder Society will be very interested."
Checking everyone's wounds, he sees Topias is prepared. "Looks like you should be able to help Jortix. What about the rest of you? Topias? Thevenin?"
With an hour Topias should be able to made 6 2d8 rolls for healing. That and Lay on Hands should be enough. Jiggo can cast Gentle Breeze if we have 10 minutes to spare.
Topias - 42/52
Jortix - 27/29
Thevenin Serkat - 22/35
Thevenin Serkat
|
With an hour Topias should be able to made 6 2d8 rolls for healing.
Only if they're on different characters, there's a 1-hour cooldown with Treat Wounds unless he has Continual Recovery, which I don't think he has. I think it's doable anyway - Topias can use Assurance with himself and Jortix, topping off with Lay on Hands and Refocusing. Thevenin can Treat Wounds on themself, extending the treatment to 1 hour for double healing (18 on average).
Treat Wounds: 1d20 + 10 ⇒ (15) + 10 = 25 vs DC 15
Healing: 2d8 ⇒ (5, 7) = 12
Or Thevenin can just crit the check.
Crit Healing: 2d8 ⇒ (1, 6) = 7
Jortix
|
Jortix can refocus and cast life boost ;)
The Witch fixes her her and focuses on her crow for a moment to recover mostly wounded pride
Topias
|
Topias uses lay on hands on Jortix and heals himself.
treat wounds: 2d8 ⇒ (8, 5) = 13
GM Tiger
|
As you recover from the last encounter, you realize that the troubles have been caused by magical pranks. As you prepare to return to the Lodge, a creature looking like a humanoid raccoon dog with a bottle in hand suddenly walks up to you. Not expecting to see you, he exclaims "Wait, who are you? Oh, you're trying to ruin our pranks!" Suddenly looking guilty, the creature quips, "It's time for me to go! You'll never catch me!". He transforms into a raccoon dog and breaks into a sprint.
The time scale of the chase is 5 minutes per obstacle. Before attempting checks to overcome the obstacles, there's ample time to cast spells or use abilities that help with the checks.
Chase Points Needed - 6 per obstacle
You get chase points as follows: +2/+1/0/-1 for CS/S/F/CF respectively
Not making a check is an automatic crit fail for that round.
The map of the chase is linked at the top of the page. If you play your cards right, you probably won't need to go into combat again
SNEAKY SNARES
The path is littered with traps and snares built from branches, vines, and leaves.
DC 18 Perception to spot the snares,
DC 20 Reflex / DC 16 Thievery to get past them
Chase Rd: 1
| Salera, the Reformed |
Sal'era grins as she gets into the chase. "Finally."
Thievery: 1d20 + 10 ⇒ (10) + 10 = 20
"You call these traps? Mother would scold me for this embarrassment!"
Thevenin Serkat
|
| 2 people marked this as a favorite. |
Perception: 1d20 + 7 ⇒ (6) + 7 = 13 vs DC 18
"Don't worry about vines and branches and leaves, plants will never hurt u-aaaAAAAAAAAAaaaaaaaaaAAAAAAAAAaaaaaaaaa!!!"
Topias
|
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
"Ouch, the traps! They're so wicked!"
GM Tiger
|
LR: 1d2 ⇒ 2
Salera, Elduin and Jortix manage to avoid the traps but everyone else misses them. Sounds of the fleeing creature are still audible but fading in the distance.
Salera/Elduin - 1 chase point each
Jortix - 2 chase points (CS)
Needed: 6
Chase Round 2, same skills and same DC
The path diverges left and right.
Decide as a group which way you choose to go. Splitting the party is not an option
RUNE-ETCHED DOORS
A series of sturdy doors in the hedge walls divides this section of the maze into small chambers. Each door must be opened in order to progress.
DC 16 Arcana to determine passwords to open doors
DC 20 Athletics / DC 18 Thievery to force doors open
SECRET SHORTCUT
DC 16 PFS Lore / Society to remember the best route
DC 18 Survival to determine the fastest route
Jortix
|
Jortix keep on running as she tries to remove the most dangerouns parts of the traps ...
Thievery, DC16, partner in crime: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Thievery, DC16, partner in crime, hero point: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 cf into f, well spent!