
![]() |

DC 16 Society: 1d20 + 8 ⇒ (6) + 8 = 14
"It is faster to go over there!" Vamir points out another direction.

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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
------------------
CHASE TRACKER
Round: 3-4
RACE MAP
Party Location: CARNIVOROUS PLANTS
Location of Racoon Dog: NARVEN'S STATUE
Chase Points (Current Obstacle): 0/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma (2 checks)
**Vamir Zylven (2 checks)
**Horul
**Flynric
**Valeshi

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Stealth: 1d20 + 6 ⇒ (7) + 6 = 13

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Valeshi and Mahatma manage to mask their scent but nobody else seems to be having much luck avoiding the snapping plants.
Looking at the path ahead, there seems to be a trail of items heading left towards a collapsed temple. (You can also decide which way to go or I'll just dice god it)
------------------
CHASE TRACKER
Round: 3-4
RACE MAP
Party Location: CARNIVOROUS PLANTS
Location of Racoon Dog:
Chase Points (Current Obstacle): 2/6
------------------
Those with ** need to make a check
Rickle
Mahatma
**Vamir Zylven (2 checks)
Horul
**Flynric
Valeshi

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Vamir tries to not disturb the plants.
DC 18 Stealth: 1d20 + 5 ⇒ (13) + 5 = 18 w Terrain Stalker (Underbrush) feat
He keeps moving past the plants stealthily.
DC 18 Stealth: 1d20 + 5 ⇒ (11) + 5 = 16 w Terrain Stalker (Underbrush) feat

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------------------
CHASE TRACKER
Round: 5
RACE MAP
Party Location: CARNIVOROUS PLANTS
Location of Racoon Dog: WITCH'S HUT (3 away)
Chase Points (Current Obstacle): 3/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric
**Valeshi

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"These plants are not helping!" Vamir mutters to himself and continues to move stealthily.
DC 18 Stealth: 1d20 + 5 ⇒ (13) + 5 = 18 w Terrain Stalker (Underbrush) feat

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Valeshi tiptoes past the plants and puts a finger in front of her lips.
Shhh, easy friends. No needs to be crabby.
Nature: 1d20 + 12 ⇒ (18) + 12 = 30

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Nature: 1d20 + 8 ⇒ (13) + 8 = 21
Flynric tries again to stay hidden by covering people in dirt, this time with a little more success.
Not sure if I need to roll still, so let me know if this doesn't count.

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Rickle and Valeshi manage to clear a way for the party. You notice a trail of items leading towards a collapsed temple. Realizing this is where your quarry went, you follow suit. The trail of stuff left behind makes your job easier.
All checks for this obstacle gets a +1 bonus
COLLAPSED TEMPLE
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
Flynric - if you want to keep the roll but change your mod, that's fine.
Vamir - I'm applying your Athletics mod to the 13, which easily gets you past.
------------------
CHASE TRACKER
Round: 5
RACE MAP
Party Location: COLLAPSED TEMPLE
Location of Racoon Dog: WITCH'S HUT (2 away)
Chase Points (Current Obstacle): 1/6
------------------
Those with ** need to make a check
Rickle
**Mahatma
Vamir Zylven
**Horul
**Flynric
Valeshi

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Flynric jumps back and forth to the "safe" spots, as far as his little legs can push him.
20 exactly! = 13 + 6(with level bump) +1 (bonus noted above)

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Flynric makes it look easy as he bounces from one rubble pile to another.
------------------
CHASE TRACKER
Round: 5
RACE MAP
Party Location: COLLAPSED TEMPLE
Location of Racoon Dog: WITCH'S HUT (2 away)
Chase Points (Current Obstacle): 2/6
------------------
Those with ** need to make a check
Rickle
**Mahatma
Vamir Zylven
**Horul
Flynric
Valeshi

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Crafting: 1d20 + 11 ⇒ (2) + 11 = 13

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Horul and Mahatma fail to make any headway during the chase. Although you can still hear the raccoon dog, the racket he's making is getting softer.
------------------
CHASE TRACKER
Round: 6
RACE MAP
Party Location: COLLAPSED TEMPLE
Location of Racoon Dog: SHIFTING LABYRINTH (3 away)
Chase Points (Current Obstacle): 2/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric
**Valeshi

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Vamir leaps above the ruins, and climbing steeper ones.
DC 16 Athletics: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

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Vamir continues to scramble over rubble.
------------------
CHASE TRACKER
Round: 6
RACE MAP
Party Location: COLLAPSED TEMPLE
Location of Racoon Dog: SHIFTING LABYRINTH (3 away)
Chase Points (Current Obstacle): 3/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
Vamir Zylven
**Horul
**Flynric
**Valeshi

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Valeshi makes climbing the rubble piles look trivial!
------------------
CHASE TRACKER
Round: 6
RACE MAP
Party Location: COLLAPSED TEMPLE
Location of Racoon Dog: SHIFTING LABYRINTH (3 away)
Skills Needed:
DC 20 Acrobatics / DC 16 Athletics to climb and leap across the rubble
DC 18 Crafting to improvise bridges and ladders
Chase Points (Current Obstacle): 5/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
Vamir Zylven
**Horul
**Flynric
Valeshi
NARVEN'S STATUE
Your quarry's trail takes you back to the courtyard, where Narven's 15-foot-tall statue attempts to trip the pursuers 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

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After someone succeeds the check...
Vamir confuses the statue with what he knows about Narven, but he also becomes confused of what he just said.

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Mahatma uses the air to lift himself over the rubble. As you reach Narven's statue, Vamir tries to confuse the statue but gets confused himself.
Vamir - your check will be for the next round
------------------
CHASE TRACKER
Round: 6
RACE MAP
Party Location: NARVEN'S STATUE
Location of Racoon Dog: SHIFTING LABYRINTH (2 away)
Skills Needed:
DC 16 Acrobatics / DC 18 Deception to avoid the staff
DC 18 PFS Lore / Society to confuse the statue with facts about Narven
Chase Points (Current Obstacle): 0/6
------------------
Those with ** need to make a check
**Rickle
Mahatma
Vamir Zylven
**Horul
**Flynric
Valeshi

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Society: 1d20 + 9 ⇒ (14) + 9 = 23

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PFS Lore: 1d20 + 6 ⇒ (2) + 6 = 8
Hero Point: 1d20 + 6 ⇒ (13) + 6 = 19
Rickle tries to remember what a Narven is.
Oh wait, now he's got it mostly!

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Horul and Rickle confuse the statue with some factoids about Narven himself. Flynric tries to hop over the staff but trips on it instead.
------------------
CHASE TRACKER
Round: 7
RACE MAP
Party Location: NARVEN'S STATUE
Location of Racoon Dog: SNOWFALL (3 away)
Skills Needed:
DC 16 Acrobatics / DC 18 Deception to avoid the staff
DC 18 PFS Lore / Society to confuse the statue with facts about Narven
Chase Points (Current Obstacle): 2/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
Vamir Zylven
**Horul
**Flynric
**Valeshi

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Flynric and Mahatma make it look easy and hurdle the staff with ease. Of course, Rickle distracted the statue first!
WITCH'S HUT
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
If others want to make checks in advance, go for it
------------------
CHASE TRACKER
Round: 7
RACE MAP
Party Location: WITCH'S HUT
Location of Racoon Dog: SNOWFALL (3 away)
Skills Needed:
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 20 Deception / DC 18 Stealth to sneak past
Chase Points (Current Obstacle): 0/6
------------------
Those with ** need to make a check
Rickle
Mahatma
Vamir Zylven
**Horul
Flynric
**Valeshi

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For Witch's Hut location...
Vamir draws occult symbols on his armor to protect himself from the magic of the witch's hut.
DC 16 Occultism: 1d20 + 8 ⇒ (7) + 8 = 15 Meh

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Occultism: 1d20 + 9 ⇒ (3) + 9 = 12

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Getting ahead of my next check.
Stealth: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Flynric surprises even himself as he silently tiptoes past the hut.

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While Valeshi tiptoes past the hut she begins to whisper.
Stay calm, Witches only eat children. You may look like a...oh d-d-d-dear!
Stealth: 1d20 + 8 ⇒ (5) + 8 = 13

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Flynric surprises himself by being one with the shadows as he glides past the hut.
Pretty much recovered, though the one annoying part of a cough is that you just have to wait it out. Trying to get back into the swing of things...
------------------
CHASE TRACKER
Round: 8
RACE MAP
Party Location: WITCH'S HUT
Skills Needed:
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 20 Deception / DC 18 Stealth to sneak past
Chase Points (Current Obstacle): 2/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric
**Valeshi

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Vamir tries again to draw occult symbols on his armor to protect himself from the magic of the witch's hut, hoping it works this time.
DC 16 Occultism: 1d20 + 8 ⇒ (20) + 8 = 28

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Vamir, I made a mistake and overlooked your first check. I'll hold the Natural 20 for the next location. Likewise, Flynric made a check for this round in the previous round. Apologies for the confusion.
------------------
CHASE TRACKER
Round: 8
RACE MAP
Party Location: WITCH'S HUT
Skills Needed:
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 20 Deception / DC 18 Stealth to sneak past
Chase Points (Current Obstacle): 2/6
------------------
Those with ** need to make a check
**Rickle
Mahatma
Vamir Zylven
**Horul
Flynric
**Valeshi

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The hobgoblin tries to draw protective symbols.
Occultism: 1d20 + 9 ⇒ (10) + 9 = 19

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Rickle's protective symbol causes a wave of water to erase Horul's work (the CF cancels out his success) but Valeshi manages to sneak past.
Vamir's symbols work like a charm!
One success needed and you're past this one!
------------------
CHASE TRACKER
Round: 9
RACE MAP
Party Location: WITCH'S HUT
Skills Needed:
DC 16 Occultism to draw symbols that protect against the hut's magic
DC 20 Deception / DC 18 Stealth to sneak past
Chase Points (Current Obstacle): 5/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
Vamir Zylven
**Horul
**Flynric
**Valeshi
You enter a section of the maze that is enchanted to constantly shift and change, making it difficult to find a way through.
DC 16 Perception to anticipate the next change
DC 18 Reflex / DC 20 Acrobatics to react to a change in the walls

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The hobgoblin continues to draw protective symbols.
Occultism: 1d20 + 9 ⇒ (18) + 9 = 27

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Horul's symbols work and the party clears the area of the Witch's Hut.
You enter a section of the maze that is enchanted to constantly shift and change, making it difficult to find a way through.
DC 16 Perception to anticipate the next change
DC 18 Reflex / DC 20 Acrobatics to react to a change in the walls
------------------
CHASE TRACKER
Round: 9
RACE MAP
Party Location: SHIFTING LABYRINTH
Skills Needed:
DC 16 Perception to anticipate the next change
DC 18 Reflex / DC 20 Acrobatics to react to a change in the walls
Chase Points (Current Obstacle): 0/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
Vamir Zylven
Horul
**Flynric
**Valeshi