DM Brainiac's Myth-Speaker

Game Master Brainiac


spoiler=Initiative][dice=Arfi]d20+5[/dice]
[dice=Kalli]d20+5[/dice]
[dice=Oinos]d20+4[/dice]
[dice=Stranger]d20+5[/dice]
[dice=Enemies]d20+6[/dice][/spoiler]

STEEP SLOPE
Chase Points 1; Overcome: DC 15 Athletics or DC 17 Reflex; Guide: Perception (to spot the slope beforehand)

The street descends at a precipitous angle. There’s a risk the amphora rolls away from the team.

GOAT CROSSING
Chase Points 2; Overcome: DC 15 Acrobatics or DC 17 Athletics; Guide: Intimidation, Nature, or Survival (to drive off the goats to clear a path)

The judges banned livestock from crossing the route. These goats don’t care. A few of them even seem ready to headbutt the amphora and anyone near it.

Special: If a guide critically succeeds at their check to drive off the goats, the herd scatters, also earning the team 1 Chase Point.

PEBBLES AND POTHOLES
Chase Points 1; Overcome: DC 17 Acrobatics or DC 15 Athletics; Guide: Crafting (to make a bridge across the gutter), Athletics (to sweep away some gravel), or Perception (to spot a path)

This street needs serious repair. Potholes, gravel, and trash litter the intersection, plus the amphora will need to cross a shallow gutter designed to redirect rainwater. Keeping the amphora balanced will be difficult.

Special: Critically failing a check to Overcome this obstacle deals 3 additional damage to the amphora.

DUBIOUS GATE
Chase Points 2; Overcome DC 17 Athletics, DC 19 Acrobatics, or DC 16 Performance; Guide: Athletics (to break the gate), Crafting (to assemble a ramp to jump the gate), Thievery (to unlock the gate) can all bypass the gate, reducing the Overcome DCs by 3.

A rickety gate has been erected, blocking the route and indicating a detour. Following the original route involves getting through the gate, whereas the detour could waste time or even be a distraction.

The team must make a choice about which path to take. The Guides might identify the best route (see below). Taking the long detour earns the PCs 1 Chase Point in Overcoming this obstacle, but doing so takes the entire turn.

Special: Rather than open the gate, a Guide can attempt a DC 12 Pol-Bailax Lore check or DC 15 Society check to compare the intended route to the indicated detour to know which is better. If the Guide succeeds, they know the detour is safer but takes longer. If the Guide critically succeeds, they identify a more efficient detour that earns the team 1 Chase Point in Overcoming this obstacle.

OVERCROWDED FINISH LINE
Chase Points 2; Overcome: DC 16 Acrobatics, DC 18 Athletics, DC 16 Intimidation; Guide: Deception, Diplomacy, Intimidation, or Performance to manage the crowd and clear a path

It looks like half of Bailax showed up to witness the finish line! The crowd spills partway into the race’s route, risking a dangerous collision!