
GM 7thGate |

Searching the area together, Gaius and the other Pathfinders find explosives planted above a shop and are able to remove them after about 45 minutes of searching and work. It is now 6:30 PM.
If you are all sticking together, you are very likely to make all the checks given the DCs. You can go ahead and roll a block of 7 additional checks with the same bonus if you go that route.

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@GM: Is the Perception check something Gaius can take 10 on?

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I would say yes for taking 10. 7 Checks will be needed if you all stick together, if you split up you can do different areas at the same time and fewer checks will likely be needed.
It sounds like we're sticking together. Then Gaius will cast Guidance and take 10 for a base 24. If Dare was assisting Gaius then that's a 26.

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I will take 10 on aid checks (total 15).
In PFS1 PCs can't take 10 on aid another unfortunately.

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Daenerija wrote:I will take 10 on aid checks (total 15).In PFS1 PCs can't take 10 on aid another unfortunately.
Oh well, rolling usual way then
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

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Aid another perception 1d20 + 5 ⇒ (6) + 5 = 11
Aid another perception 1d20 + 5 ⇒ (20) + 5 = 25
Aid another perception 1d20 + 5 ⇒ (7) + 5 = 12
Aid another perception 1d20 + 5 ⇒ (18) + 5 = 23
Aid another perception 1d20 + 5 ⇒ (5) + 5 = 10
Aid another perception 1d20 + 5 ⇒ (8) + 5 = 13
Aid another perception 1d20 + 5 ⇒ (17) + 5 = 22

GM 7thGate |

Moving as a group, the Pathfinders meticulously move from point to point on the map, searching each in turn and defusing the explosives. Lilone supports by rousing the guard and evacuating the civilians from the area and having guards assist in the searching and movement between locations. It takes a significant amount of time, but fortunately, the exposives were not set to go off yet; the Pathfinders are in time to save the day!
It is nearly midnight when the last of the explosives is found and defused. Almost immediately, a cry goes up from the next street over. "Tsomo Qorra! Halt, you're under arrest for suspected sabotage!"
Looking over at shout, the Pathfinders see Tsomo diving into a canal after throwing an explosive grenade to delay the guard. The chase is on!
This operates on modified Chase rules. See the last slide for the different locations. The Pathfinders start at the Glass Pit, while Tsomo's icon starts at the Gondolier's Canall; Tsomo's icon on the map is an abstraction of how well he is escaping, and not his actual location. Each round, the Pathfinders advance one card, and then there is a description of how Tsomo is moving through the current area and what problems he is causing. Each PC may make some sort of check to try and slow his progress; he will then move 3 tiles, reduced by 1 for each successful check, to a minimum of not moving. The chase ends when the PCs reach Tsomo or he gets to the end, and there will be a final encounter modified by how well he escaped.
The chase takes the PCs through crowded, watery areas, which might provide some additional difficulties. A PC who cannot breathe underwater
takes a –2 penalty on checks during the chase. Furthermore, casting spells while weaving through the crowds is difficult, requiring a successful concentration check (DC = 10 + spell level).
Livestock Mart The PCs spot Tsomo diving into the bazaar’s animal tanks, commanding nearby sharks to help cover his escape.
You can each:
--use a successful DC 16 Handle Animal or wild empathy check to command an ill-tempered leopard seal to bite the malenti’s leg
--perform a combat maneuver against CMD 18 to grab a cluster of jellyfish and fling them into Tsomo’s eyes
--make a ranged attack against AC 16 that deals at least 10 points of damage to shatter a glass tank of piranhas and spill the hazardous fish into Tsomo’s path (multiple attackers can contribute to the necessary hit points).
--make an attack roll against AC 14 to protect bystanders from the sharks, but this action does not slow Tsomo’s movement.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)

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If Dare can help with shooting the glass tank, Gaius will take a shot:
+1 Composite Longbow (+1 Str), PBS?: 1d20 + 11 - 2 + 1 ⇒ (15) + 11 - 2 + 1 = 251d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Cool he managed to deal the damage on his own. Dare can take his action for something else!
@GM: Added in the bonus for Point Blank Shot if it's possible. Also would the PCs 'lose' a round if they spent it drinking their Potions of Water Breathing? Or would that be allowed at some point?

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Remember hitting the sharks to protect bystanders does NOT slow Tsomo's movement. We have two successful checks this round but three is ideal.

GM 7thGate |

I think this is abstracted enough that I'm fine using the potions of water breathing.
Patros throws a handful of jellyfish at Tsomo, distracting him and causing him to take a hard turn near a glass tank full of phirana. Gaius shatters the tank, dousing Tsomo in snapping fish. Dare tries to get the animals in the area to impede Tsomo but is not successful, while Perrine and Daenerija keep the bystanders safe.
Gondola's Canal The group keeps pace with Tsomo as he races out of the market, attempting to drat between two halves of a movable bridge that has been raised to allow gondolas to pass through.
You can each:
--Force him to change his path with a DC 18 Swim check to dive ahead of him and physically block his exit
--Close the bridge with a DC 16 Knowledge Engineering check to find the right mechanism to strike and seal off his escape route
--Use a trios of passing tojanidas (huge crab/snapping turtle hybrids native to the plane of water) as platforms to run ahead and cut him off with a DC 18 Acrobatics Check
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)

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Gaius attempts to use the tojanidas to catch up to Tsomo:
Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10
But fails.

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I have rolled like crap this entire game.
I've had those times. Playing a melee PC I rolled double digits about 1/3 the time. It was whiff after whiff.

GM 7thGate |

Gaius and Daenerija both slip trying to jump from tojanidas to tojanidas and are not able to keep up with Tsomo. Dare tries to figure out the bridge, but isn't able to determine the mechanism in time. Patros dives in and manages to cut Tsomo off partially to delay him, but he changes direction and makes his way under the bridge and into a shopping area.
An obtrusive customer
Tsomo and the Pathfinders find their path impeded by an awakened giant squid, who is covered in bright parcels and leisurely perusing the market stalls.
You can each:
--ask the squid to grab Tsomo with a DC 19 Diplomacy check
--force the squid to squirt ink at Tsomo with a DC 18 Knowledge (nature) check,
--make an attack roll against AC 20 to poke the squid in the eye and make it drop its packages on top of Tsomo
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)

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Look! Patros tries to get the squid to look a different direction as he gets close and tries to poke him in the ee.
3 Stooges move: 1d20 + 7 ⇒ (18) + 7 = 25
I apologize...but this was necessary... he says to the squid.

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Knowledge (Nature): 1d20 + 13 ⇒ (4) + 13 = 17
Gaius attempts to get the octopus to squirt Tsomo with ink but fails!
A +13 and I roll a 4...see Dare it's not just you!

GM 7thGate |

"Oh! Oh, sure!" The squid grabs Tsomo with a tentacle, just before its eyes get poked and shot.
"Aaah, my eye!" Packages fall all over and around Tsomo, delaying him and giving the Pathfinders time to close some of the gap.
When Tsomo twists free, he darts down a side passage and pops up through a watery tunnel into an open pool in a plaza where a group of marketplace performers are putting on a show with trained dolphins and penguins.
A Masterful Performance
You can each:
--Make a DC 20 Handle Animal or Wild Empathy check to command the dolphins to grab at Tsomo
--Make a DC 16 Ride check to hop on a Dolphin and ride it forward to block Tsomo's path
--Make a combat maneuver vs. CMD 22 to collar Tsomo with one of the hoops from the performance
--Make a DC 13 Dexterity Check to save the penguins from being trampled, but this action does not slow Tsomo's movement.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)

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Ride: 1d20 + 9 ⇒ (10) + 9 = 19
Gaius hops onto the back of one of the dolphins and directs it to block Tsomo's path!
"Get back here you villain!"
Finally a success!

GM 7thGate |

Gaius jumps on a dolphin and races to cut off Tsomo's escape. His companions are less successful, falling into the water or having difficulty getting their dolphin to go the correct way. While Tsomo has to change directions, he gets a good lead on the pathfinders heading into an engineering bay located down a side street.
Engineering Bay: Tsomo dodges into a large, water-filled chamber that contains submersibles available for rental.
You can each:
--Make a DC 18 Knowledge: Engineering check to harry Tsomo with a nearby Apparatus of the Crab
--Make a DC 20 Disable Device check or DC 13 Strength check to sink the submersibles to block Tsomo's exit
--Cast an electricity spell of 1st level or higher on the machinery to force Tsomo out of the water.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)

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Aw man I'd love to use one of the Apparatus of the Crab! Ah well.
Gaius follow Patros's lead and tries to knock over another submersible:
Strength Check: 1d20 + 1 ⇒ (20) + 1 = 21
And surprises himself with the results of his effort!
A 20 on a Str check, 4 on a Knowledge check...that's about right. 8)

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The sorcerer decides to cast Shock shield while near the machinery.

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Dare will try use the crab. 1d20+5 engineering
That is awesome!!!

GM 7thGate |

I would accept Burst of Radiance as an attempt, with his save vs. the spell as whether it counts as a success.
Patros and Gaius shove a submersible to block Tsomo's path, while Dare activates an Apparatus of the Crab and sets it to start clamping after Tsomo. While Tsomo frantically tries to swim for an exit, Daenerija electrocutes the water, forcing him out onto land and delaying him as he climbs through a window. The Pathfinders give chase outside, finding that the window opens out into an alley that leads to a market full of food stalls.
Food Stalls
The pathfinders tail Tsomo into the savory sights and smells of the bazaar's dining area. You can:
--Identify painfully hot seasonings with a DC 18 Appraise check and dump the spices into the water to aggravate Tsomo's vision
--Succeed at a DC 14 dex check to snatch food and fling it into the water to provoke a feeding frenzy
--Attempt a DC 16 Bluff check to convince an angry merchant that Tsomo shoplifted something as he fled, causing the merchant to join the pursuit.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)