| Salera, the Reformed |
Thievery: 1d20 + 10 ⇒ (2) + 10 = 12
Salera is enjoying the chase, and the many traps in her way. It's like the fun parts of the old days. Stalking prey, hopping through the town, laughing at would-be assassins who bit off more than they could chew. Times were simpler back then. But so hollow. And a little angry.
Hero Point: 1d20 + 10 ⇒ (18) + 10 = 28
"Uh, honey? That's a snare trap!" Jiggo calls her back to reality just in time, as she yanks her foot away from the rope as it constricts.
"I was just clearing the way." Salera bluffs. "You tend to blunder first into everything anyway."
GM Tiger
|
Salera almost blunders into a trap. Jiggo warns her just in time and she disarms it without missing a beat. Crit Success
The path splits, you can either go left or right. Please decide as a group which way to go. Splitting the party is not an option as you need 6 chase points to pass the obstacle
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
A secret shortcut allows travelers to take a direct route through the maze and avoid some dead ends and dangers.
DC 16 PFS Lore / Society to remember the best route
DC 18 Survival to determine the fastest route
Rd 2 checks: Topias, Thevenin
Rd 3 checks: all PCs
Jiggo Maeleranti
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Jiggo & Salera can apply +10 Thievery to Left or +7 Society to Right.
"Hmm, maybe we can disable the doors on the Left?" Jiggo peeks at the lock on the door.
Incendia Pyreclast
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Slight preference for right, but I do have Arcana for left.
"Either way seems fine, as long as we move forward!" Cindy untangles herself from a trap and stops at the fork.
Topias
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Perception 2nd rnd: 1d20 + 7 ⇒ (20) + 7 = 27
After spotting a trap similar to one he missed, Topias weighs options. "Both ways seem equally good for me."
Athletics +10, Survival +7
GM Tiger
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Topias, I'll accept that natural 20 no matter which side you choose. I'm not wasting that! :)
Thevenin Serkat
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Arcana +5 vs DC 16 for left; PFS Lore +5 vs DC 16 or Survival +7 vs DC 18 for right. Thevenin is indifferent, but since they're up with Topias, they'll choose left.
Round 2:
Arcana: 1d20 + 5 ⇒ (15) + 5 = 20 vs DC 16
Round 3:
Arcana: 1d20 + 5 ⇒ (13) + 5 = 18 vs DC 16
| Salera, the Reformed |
"That's the problem with wizards. It's always about the runes, but they always forget the basics." Salera starts fiddling with the seam between the doors to open it.
Thievery: 1d20 + 10 ⇒ (16) + 10 = 26
GM Tiger
|
Elduin Arcana: 1d20 + 10 ⇒ (4) + 10 = 14
Jortix Arcana: 1d20 + 9 ⇒ (8) + 9 = 17
Jortix and Thevenin find passwords to open the doors. Salera doesn't bother and just picks them open. Topias is unstoppable and simply kicks them down!
You enter a clearing where a group of giant carnivorous plants try to trap anyone moving past.
DC 16 Nature to mask your scent,
DC 18 Stealth or Survival to avoid disturbing the plants
Rd 3 checks: Aunt Cinty, Topias
Rd 4: all PCs
You hear a ruckus in front of you as your quarry flees. You can see the trails past the plant. Several items appear to be scattered on the right hand trail.
Remember that each obstacle takes about 5 minutes so you can cast spells to help if you need to.
The chase map is also linked at the top of the page, please look at it and decide which way you'll go next after this obstacle.
Thevenin Serkat
|
Nature: 1d20 + 7 ⇒ (11) + 7 = 18 vs Dc 16
"Don't worry, they won't eat other plants!"
"... oh. I guess that doesn't help you."
Topias
|
Rd 3 Athletics: 1d20 + 10 ⇒ (6) + 10 = 16
Topias skillfully eludes the plants.
Survival DC 18: 1d20 + 7 ⇒ (13) + 7 = 20
| Salera, the Reformed |
Jiggo scratches his hair. "Huh, they don't eat plants? Well, uh maybe I could grab some leaves and pretend to-"
Stealth: 1d20 + 10 ⇒ (12) + 10 = 22
Salera holds her finger to Jiggo's lips to silence him. He's so naive sometimes. Which is a lovely trait, but not now!
She starts tiptoeing through the shrubs, and Jiggo figures out how to follow.
Once they emerge from the shrubs, Salera looks towards the Collapsed Temple. "Much more quiet that way."
Incendia Pyreclast
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Survival: 1d20 + 10 ⇒ (18) + 10 = 28
"Shh, follow me!" Cindy walks a careful path across the clearing, and the plants seem to bend themselves around her to shield her from the predators.
I'll use Base Kinesis for wood if it would help at all.
GM Tiger
|
Cinty and Topias easily avoid disturbing the plants. Salera and Elduin easily sneak past. Thevenin pretends they're something else. Just like that, you're at another fork in the road.
Which way, Pathfinders?
Collapsed Temple - 1
Fey Music - ??
You do notice several dropped items heading towards the music...
For Rd 4, Jortix, Cinty and Topias will need to make checks (once you decide where to go)
Thevenin Serkat
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Maybe we get extra stuff if we go towards the music?
Topias
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Leaning to collapsed temple, but either fine
GM Tiger
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Collapsed Temple it is...
Rubble from broken pillars and collapsed stone buildings makes this area difficult and dangerous to traverse.
DC 20 Acrobatics / DC 16 Athletics to climb and leap across the rubble
DC 18 Crafting to improvise bridges and ladders
Jortix, I didn't bother using your earlier nature check since the rest succeeded. But since you insist on rolling first, I'll add 1 to that as per your Acrobatics mod :)
Jortix barely manages to clamber over the rubble. (Success)
Rd 4 checks needed: Topias, Cinty
Rd 5 checks: all PCs
Topias
|
Wasn't survival (success) the rd 4 check or did I miss somethong?
Topias begins climbing and, after moderate difficulty, finally stands on top of rubble pile.
Athletics: 1d20 + 10 ⇒ (6) + 10 = 16
GM Tiger
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Wasn't survival (success) the rd 4 check or did I miss somethong?
Topias begins climbing and, after moderate difficulty, finally stands on top of rubble pile.
[Dice=Athletics]1d20+10
You didn't need Athletics for rd 3. I used your Survival check instead.
GM Tiger
|
Elduin and Jotrix manage to build a bridge to span the rubble. However Topias insists on heavy exercise and climbs the rubble pile instead. Jotrix and Topias succeed, Elduin gets a crit; 5 Chase Points. Need one more and you're through this one.
Rd 4 check: Cinty
Rd 5: Everyone except Jotrix and Elduin
| Salera, the Reformed |
Acrobatics: 1d20 + 10 ⇒ (8) + 10 = 18
Salera stretches her wings as she leaps over the rubble and glides to stable spots. "Come on, Jiggs. Just skip through the rubble, you're good at this."
GM Tiger
|
Cinty also manages to climb over the rubble. Success!
The trail leads you back to the courtyard, where Narven's 15-foot-tall statue attempts to trip you with its staff.
DC 16 Acrobatics / DC 18 Deception to avoid the staff
DC 18 PFS Lore / Society to confuse the statue with facts about Narven
Salera lets out a yelp and leaps as the statue suddenly sticks its staff right in her path. Fortunately, she manages to clear it. 1 success
Rd 5 checks needed from: Cinty, Topias, Thevenin
Rd 6 checks needed from: Everyone
Beyond the statue you can see another fork in the path. A trail of personal items leading to the left into a thorny thicket...
GM Tiger
|
[dice=Athletics]1d20+1
Unless I could use Lightning Dash to get through here?
Doubt it would work since each round is 5 minutes long and the spell lasts for 4 seconds...
Thevenin Serkat
|
Acrobatics: 1d20 + 6 ⇒ (18) + 6 = 24 vs DC 16
Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16 vs DC 16
"Ooh, it's like jump rope, but with a staff. It's jump staff! Thank you for playing jump staff with me, Mx. Statue, it was very fun!"
| Salera, the Reformed |
Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23
Salera scoops Jiggo onto her back and twists around the staff. "Back Home, the staff is more of a scythe."
GM Tiger
|
Salera and Thevenin, I'll hold on to your 2nd checks for now. I'll wait for Cinty and Topias' Rd 5 checks or this will get confusing. I'll let you keep the rolls for the next obstacle if someone makes the 6 CP goal.
Chase points: 2 (Narven's Statue; Rd 5)
So if Cinty and Topias get 1 CP each, Jortix will send the group over the threshold. Maybe start deciding where you're planning to go next since there's another fork in the road :)
Incendia Pyreclast
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Society: 1d20 + 9 ⇒ (8) + 9 = 17
Hero Point: 1d20 + 9 ⇒ (19) + 9 = 28
"Narven, what are you doing? A famous druid like you shouldn't be swinging a stick around like that!"
GM Tiger
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Topias Athletics: 1d20 + 10 ⇒ (12) + 10 = 22
Topias easily avoids the staff while Cinty scolds Narven. You almost swear that Narven's statue looks embarrassed after Cinty's scolding.
That's 6 successes. I used Jiggo's success for the 6th. Jortix, I'll accept the crit for the next obstacle. Thevenin, if you want to reroll your check I'll accept the 2nd roll. Which way, Pathfinders (Thorny Thicket or Witch's Hut)?
| Salera, the Reformed |
"Nice hut. I could use a break." Salera grins as the Witch's Hut comes into view. "I like roses but not the thickets."
Thevenin Serkat
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Witch votes for Witches hut!
"Yes! Yes! Let's visit Jortix house!"
Topias
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"Meeting with a witch then." Topias nods and follows
GM Tiger
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You head towards Jortix's house...
A witch's hut guards the area, scaring and chasing strangers away.
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 20 Deception / DC 18 Stealth to sneak past
GM Tiger
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Elduin draws runes that keep the hut at arm's length. (no doubt with some influence from Vilmur) (Crit Success, +2 CP)
| Salera, the Reformed |
"I could really use some coffee." Salera sighs.
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
Oh well, back to sneaking around.