Dr Lucky

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Seltyiel - Pregen wrote:
He walks up to the creature, brandishing his scimitar as if daring it.

That thing you walk up to (which looks like a death worm) looks dead and has some blisters on it.


Sorry for the unexpected delay, life is happening.

Knowledge checks don't recall anything, too low.

Initiative:

Bossk: 1d20 + 5 ⇒ (11) + 5 = 16
Khargrom: 1d20 + 7 ⇒ (6) + 7 = 13
Kyra: 1d20 + 3 ⇒ (12) + 3 = 15
Ray: 1d20 + 8 ⇒ (11) + 8 = 19
Seltyiel: 1d20 + 7 ⇒ (2) + 7 = 9
Yoon: 1d20 + 6 ⇒ (14) + 6 = 20
GM: 1d20 + 3 ⇒ (5) + 3 = 8

Status Card wrote:

The Domain -- Current Time (0:01)

Group conditions:

Round 1
Yoon 4 dmg;
Ray 6 dmg; mage armor; reduce person; AC18;
Bossk 6 dmg; endure elements;
Kyra - dmg;
Khargrom 1 dmg; endure elements;
Seltyiel - dmg; endure elements; ritual performed;
Red Thing - dmg;

Bold may act.


Yoon Lvl 4 wrote:

Perception=26

The child's eyes go wide as she grasps Kyra's robes and points towards the silhouette up north. "H-hey, what's that thing? Over there!"

On the map now that someone sees it. Knowledge (arcana) to know more.

Any last minute actions before Initiative incoming.


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If anyone gets the Wuhan Virus (or other severe illness), please let me know via private message and we can pause the game if you are out of commission (or play if you have decent botting instructions and you don't mind). If everyone is feeling good, we will keep going. Also if you need botting instruction on your character, now might be a good time to update them. Also a note about botting, I don't mind botting your actions for a round or two in a row to keep the game moving, but more than that in a row means you've been gone for several days and there might be an issue. Let me know if there is an issue.

Stay safe everyone.


As noted on the map, the outcroppings are 50' tall and the "strong" winds are blowing towards the West (moving right side to left side of the map).

The sandstone scarps are 50 feet tall and feature only narrow handholds (Climb DC 20), save for a recently collapsed section to the northeast that has jagged spars that can serve as more adequate handholds (Climb DC 15). This rock fall has created an area of dense rubble at the base of the escarpment where it fell. The rest of the area is covered in light rubble (scree).

Relevant Rules:
Dense Rubble: The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Acrobatics checks on dense rubble increases by 5, and the DC of Stealth checks increases by 2.
Scree: A field of shifting gravel, scree doesn’t affect speed ...

Perception DC 26:
You spot some "thing" hiding high up on top of the north wall behind some rocks. Knowledge (arcana) to know more.

The check has +4 already added to it for the strong winds and dust just in case anyone has a way to negate that with perception.


Seltyiel - Pregen wrote:
I *think* you accidentally transferred 4 dmg from Seltyiel to Yoon. But I might have also missed some healing somewhere.

Checking the math. Yoon dmg: 23 - 3 + 9 - 5 + 13 + 9 + 12 + 7 + 1 - 11 - 9 - 5 - 9 - 7 - 6 - 2 - 5 - 2 - 6 = 4

You travel through the tunnels and emerge on the map.


Seltyiel performs the ritual and restores a few of his used mythic power points.

You are able to break through the floor by pounding on it a bit with your weapons (hp 20, hardness 8, break DC 33) and make a hole big enough to get even the largest of you through. It is a little bit of work but you think this is a good plan. You drop into the tunnel and start walking.

You find a system of tunnels that runs under the temple, cutting through the mountains. These dark, 10-foot-wide round passages extend throughout the region (as you soon discover), allowing the creature that created them to travel throughout the Pillars of the Sun. Spots along the rough walls show signs of chemical reactions between the rock and some unknown substance.

Craft (alchemy) DC 15:
You can determine that the substance is a potent acid.

Knowledge (arcane) or Knowledge (nature) DC 20:
You recognize the galleries as a series of interwoven death worm tunnels.

Knowledge (dungeoneering) or Survival DC 20:
You travel efficiently to the next area

Make sure I have your damage and buffs right below.

Status Card wrote:

Tunnels -- Current Time (0:01)

Group conditions:

Bossk 6 dmg; endure elements;
Khargrom 1 dmg; endure elements;
Kyra - dmg;
Ray 6 dmg;
Seltyiel - dmg; endure elements; ritual performed;
Yoon 4 dmg;


Khargrom, Kyra, and Yoon you spot a worn-out leather strap hanging from the mouth of one akata. The strap is attached to a belt pouch, which you extract with ease. Hours spent in the akata’s stomach has destroyed most of the contents, but several parts of a journal are still intact and legible. The entries include poetry and music composed by Nefti, as well as mundane day-to-day observations. The last several pages record Nefti’s complaints about the Aspis Consortium’s lack of appreciation for his accomplishments. A folded sheet of paper wedged in the journal bears the title “Potential Partners” and names the Pathfinder Society among other well-known organizations.

Khargrom, several of the fallen cult’s tools have survived the passage of ages. You find a dagger, a vial containing one handful of dust, and a sheet of beaten gold. The sheet bears an inscription in a language you can't currently read (Aklo in case someone wants to comprehend) but it seems to describe a ritual of sorts that it looks like you could perform. Both you and Seltyiel think that if you could read it there might be something planar specific and important in there. Performing this ritual—which does not require you to understand Aklo—takes one minute and restores 1d2+1 uses of mythic power to the creature up to once per week.

After defeating the monsters, you can again pick up the trail, though the footprints are partially obscured by those of the akatas. The tracks lead to a buried door at the end of this passage. Khargrom you determine that the tracks stop about 15 feet from the buried doorway before disappearing.

You have three options.
1. Retrace your steps, you can return to the cliff, infer where the buried door opens, and climb around the mountain to reach it.
2. You could also clear the rubble from the door to exit the temple.
3. Khargrom (+Stonework), Kyra, and Seltyiel you detect the cracks in the floor, which you can tell breach the ceiling of a lower tunnel. You think you can break a hole in the floor to reach the lower tunnel.

Everyone vote and the first option to 3 votes and we follow it.


Everyone take the chance to heal up before we move on. As you hang around and wait for the fog to disappear (a few minutes) you feel like something is watching you but you don't see anything (and since nobody can smell anything when they are not raging, you can't detect anything {gitterdust wears off in rounds/level}). You check out more of the drawing on the wall and get more of the story of this place.

The monster was kind of interesting, being a very rare thing to run into. It could teleport as a swift action (but the destination had to be next to a wall, floor, ceiling), had constant walk on air so could get you from above, and could cast spells like the fog cloud, invisibility, and plane shift.

I'll try to post more tonight after the plane trip home and hopefully some rolls.

Everyone give me 5 rolls:
Perception check
Perception check
Knowledge (planes) check
Survival check
Knowledge (dungeoneering) or Perception check


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Kyra picking up Yoon is a move action picks up Yoon and continues moving through the fog while trying to convince the team to work together. You can channel first thing next round or not pick up Yoon and move/channel. Assuming the first part which is picked up and continued moving.
Bossk moves back towards the sounds of battle and runs into the creature he keeps smelling Moved you back 10' because you ran right into it. Then attempts to hit, not sure why you didn't roll for it, but doing that for you now. +1 Mithral Falchion attack: 1d20 + 10 + 1 + 2 - 2 ⇒ (20) + 10 + 1 + 2 - 2 = 31confirm?: 1d20 + 10 + 1 + 2 - 2 ⇒ (6) + 10 + 1 + 2 - 2 = 17Slashing damage: 2d4 + 7 + 1 + 6 ⇒ (1, 3) + 7 + 1 + 6 = 18
Ray can't see much around him with all the fog but moves forward and pulls out the scroll. Can't cast it this round as you moved up 20' already.
Khargrom emerges from the fog and sees the enemy standing right there with a little bit of Yoon's blood dripping off it's maw and claws. Attempts a surprise strike and misses.
Seltyiel casts Glitterdust on the creature. will save: 1d20 + 6 ⇒ (11) + 6 = 17 saves but glittery.
Yoon gets a new icon. dying?: 1d20 ⇒ 5 -1 HP

The creature appears to teleport a bit farther away, casts a spell and disappears. For those that are not in the fog and can see, you can attempt a spellcraft on what it cast.

Spellcraft DC22:
Plane shift

Out of Combat.

Status Card wrote:

Temple of the Beyond -- Current Time (0:49)

Group conditions:

Ray 17 dmg;
Khargrom 11 dmg; endure elements; immune gaze
Seltyiel 4 dmg; endure elements; immune gaze
Yoon 66 dmg; immune gaze; Dying, unconscious
Lesser Hound of Tindalos 51 dmg;
Kyra - dmg; immune gaze
Bossk 17 dmg; endure elements; immune gaze

Bold may act.


GM Scott wrote:
... becoming visible after the first hit.

I think some of you missed the fact that the "thing" became visible after it attacked, hence it was invisible, now it can be seen. It is not in the fog being obscured but the fog still obscures your vision if you are in it or in a position where the fog blocks your view. You all heard the sounds of combat as it tore into Yoon so you know which direction that was coming from (which was behind you as you were starting to move into the fog). It is true that you don't know if it teleported away like it has been doing, but there is one in your party that can smell it and is standing next to it and not attacking? Although getting to the other side of it would have provoked an AoO.

I'll update later tonight if anyone wants to revises their actions.


Seltyiel - Pregen wrote:
Could ray point it out enough to Seltyiel so that he could direct his glitterdust spell at it?

You can't target a spell from inside the fog to a square that you can't see. You can move out and then cast.


Kyra readies a channel and convinces the team to move as a group.
Bossk moves with the team and readies an attack but moves away from the smell of the enemy.
Ray comes out of delay and finally stands up and adds some additional light but don't see past the cloud.
Khargrom moves with the group and readies an attack
Seltyiel moves and readies.
Yoon moves and readies.

attack who? 1:Ray, 2:Yoon: 1d2 ⇒ 2
Lesser Hound of Tindalos teleports to the little fire bug Yoon and full attacks becoming visible after the first hit.
bite: 1d20 + 11 ⇒ (20) + 11 = 31* damage: 2d6 + 2 ⇒ (5, 6) + 2 = 13 Miss chance (high good): 1d100 ⇒ 66
claw: 1d20 + 11 ⇒ (5) + 11 = 16 miss
claw: 1d20 + 11 ⇒ (20) + 11 = 31** damage: 1d8 + 2 ⇒ (7) + 2 = 9 Miss chance (high good): 1d100 ⇒ 93
*bite confirm?: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 2d6 + 2 ⇒ (4, 6) + 2 = 12
**claw confirm?: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 2 ⇒ (5) + 2 = 7
Yoon falls over unconscious under the onslaught of the beast and doesn't have a chance to retaliate with the trigger.

Triggers: Kyra, Bossk, Khargrom, Seltyiel do not see the enemy through the fog (it has total concealment) thus triggers do not go off.

Keep in mind that only Ray can see the enemy and Bossk can smell it.

Status Card wrote:

Temple of the Beyond -- Current Time (0:43)

Group conditions:

Round 8
Kyra - dmg; immune gaze
Bossk 17 dmg; endure elements; immune gaze

Round 9
Ray 17 dmg;
Khargrom 11 dmg; endure elements; immune gaze
Seltyiel 4 dmg; endure elements; immune gaze
Yoon 65 dmg; immune gaze; Dying, unconscious
Lesser Hound of Tindalos 33 dmg;

Bold may act.


I'm traveling this week for work and will try to get a few post out, but I know it is going to be a little sporatic.


Kyra tends to the wounds of Bossk and reminds everyone to ready.
Bossk readies his attack while pretending to be weak in a language the the monster doesn't understand. (still not smelling the enemy nearby)
Ray continues laying on the ground like easy pickings and delaying (please check in, your team needs you) PM sent, first warning
Khargrom readies his attack
Seltyiel readies his attack
Yoon wanders in a circle but nothing attacks so readies an attack.

Things happen. None of your readies go off.

Bossk:
You faintly smell the enemy once more but oddly, it is on the other side of the group from the fog, yet you don't see anything, but you can smell something over on that side. See yellow arrow direction.

Status Card wrote:

Temple of the Beyond -- Current Time (0:37)

Group conditions:

Round 7
Kyra - dmg; immune gaze
Bossk 17 dmg; endure elements; immune gaze

Round 8
Ray 17 dmg; prone; Delayed
Khargrom 11 dmg; endure elements; immune gaze
Seltyiel 4 dmg; endure elements; immune gaze
Yoon 24 dmg; immune gaze;
Lesser Hound of Tindalos 33 dmg;

Bold may act.


Kyra lays a heal on Ray whom is still laying on the ground for some reason, then tells everyone again, to get over there.
Bossk while walking back to the group smells his prey above him again. You think it is right at the edge of the fog way up by the ceiling like before but on this side of the cloud.
Ray continues delaying (please check in, your team needs you)
Khargrom knowing his trap worked well but also resulted in a little pain himself, starts back towards the group. You remember that Dispel Magic is a bit above your teams pay grade but what are the odds someone has a wind spell of some kind prepared?
Seltyiel Hound special defenses: DR 5/magic; Immune mind-affecting effects, poison. Then he moves over to the group as directed.
Yoon readies an attack if attacked and wonders if anyone has dimensional anchor but then remembers that it might be way above their pay grade (more like double your level).

GM:
which action for max. silliness: 1d2 ⇒ 1 dumb choice but OK.

Lesser Hound of Tindalos walks down out of the fog as if walking on air and up to the closest opponent Bossk and attacks (with height advantage).
bite: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 damage: 2d6 + 2 ⇒ (2, 3) + 2 = 7
confirm?: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 damage: 2d6 + 2 ⇒ (3, 6) + 2 = 11
Bossk gets a really up close smell of the enemy mixed with a bit of his own blood which just makes him angrier. The Hound then teleports away. After it teleports, you don't smell it.

Status Card wrote:

Temple of the Beyond -- Current Time (0:31)

Group conditions:

Round 6
Kyra - dmg; immune gaze
Bossk 31 dmg; endure elements; immune gaze

Round 7
Ray 17 dmg; prone; Delayed
Khargrom 11 dmg; endure elements; immune gaze
Seltyiel 4 dmg; endure elements; immune gaze
Yoon 24 dmg; immune gaze;
Lesser Hound of Tindalos 33 dmg;

Bold may act.


Kyra moves over to heal Yoon (whom yes is a real person, Anthony from our previous game aka Rosc, but hasn't posted in a while)
Bossk smelled it as it walked right over his head at a safe distance earlier now he looks for that smell again. He wanders into the fog (assuming tracking at half speed and base speed of 40) and catches the scent above him. He remembers there was a broken couple of columns near there, but not really in the right spot for where he smells. He can't pinpoint (nowhere near within 5') the specific square the creature is in to target it with a dagger throw. So he double moves a little closer and thinks he is just about right under the thing.
Ray continues delaying (please check in, your team needs you)
Khargrom readies but doesn't see it, until he does. More below.
Seltyiel decides he probably should try to figure out what it is they are dealing with and thinks it is over there somewhere then readies and attack. On the knowledge front, you know this is a Lesser Hound of Tindalos, NE Medium Outsider (evil, extraplanar), you can ask 1 question. You already know it can teleport seemingly at will, it is a spell caster (hence the fog), others saw the air walking, you all experienced the special gaze attack.
Yoon continues delaying (please check in, your team needs you)

Lesser Hound of Tindalos walks down in the air near Khargrom and attacks but not before triggering the ready. Khargrom's readied attack hits and takes a chunk out of the beast. Seltyiel trigger did not go off as he can't see it from that vantage point obscured by fog. The beast counters from on higher ground.
bite: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11
Then the beast teleports away.

Removed the other dead things from the status card and map

Status Card wrote:

Temple of the Beyond -- Current Time (0:25)

Group conditions:

Round 5
Kyra - dmg; immune gaze
Bossk 13 dmg; endure elements; immune gaze

Round 6
Ray 22 dmg; prone; Delayed
Khargrom 11 dmg; endure elements; immune gaze
Seltyiel 4 dmg; endure elements; immune gaze
Yoon 24 dmg; immune gaze; Delayed
Lesser Hound of Tindalos 33 dmg;

Bold may act.


Kyra lets the healing powers wash over the entire party while excluding the two dead Akatas she can see. But also healing the bad guy she can't see. It likes you, your nice.
Bossk starts to track the missing enemy and roars in frustration as he realizes the scent is coming from above him well out of reach. In his enraged state, he might realize that he just learned something about the enemy.
Ray still laying on the ground and not seeing any targets, delays.
Khargrom charges out of the mist just barely missing running into two columns and finds that the enemy is no longer where he last saw it. But this doesn't surprise him as he knows the bad guy can teleport seemingly at will. He calls out to his team the missing beast for everyone to keep an eye out for it.
Seltyiel moves across the fog to get out of it but doesn't encounter or hear any signs of the enemy.
Yoon not seeing any targets or posting for several days, delays.

Green as if walking on air appears out of the fog cloud right next to the ceiling and walks down (at a 45 deg. angle) right next to Yoon and attacks.
bite: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 2d6 + 2 ⇒ (6, 1) + 2 = 9
Then disappears from that spot and is no longer in sight of anyone. You all know that it just teleported and if you spoke Aklo you would have had a chance to spellcraft that. You all also realize that you are dealing with a monster that probably has a higher intelligence and wisdom than all of you. If only someone had Knowledge (planes) *cough* Seltyiel *cough*.

Yoon calls out "Found it, OUCH, and it's gone"

Status Card wrote:

Temple of the Beyond -- Current Time (0:19)

Group conditions:

Round 4
Kyra - dmg; immune gaze
Bossk 13 dmg; endure elements; immune gaze

Round 5
Ray 22 dmg; prone; Delayed
Khargrom - dmg; endure elements; immune gaze
Seltyiel 4 dmg; endure elements; immune gaze
Yoon 29 dmg; immune gaze; Delayed
Akata Red 1 18 dmg;
Akata Red 2 18 dmg;
Green 23 dmg; Knowledge (planes) to know more;
Skeleton Blue 4 15 dmg;
Skeleton Blue 5 8 dmg;
Skeleton Blue 6 11 dmg;
Skeleton Blue 7 8 dmg;

Bold may act.


GM Scott wrote:
Kyra, Level 4 Pregen! wrote:

Kyra moves behind Bossk and channels energy to heal all of her colleagues.

[dice=Channel to heal living creatures]2d6 pts. of healing to everyone.

You know that will cure the Akatas that are within that heal radius. And you can't selectively channel them out because you can't see them. If you really want to revive the bad guys, I'm fine with it. We're going with that unless you do something different.

Scratch that, when I put them back where they were, you can select them out (if you choose) as they are not in the fog cloud. But you can't select out anything else in the fog cloud.


Indeed you don't see it where it last was but you're not too surprised by that because you did see it teleport before.

I want to note for the folks that didn't actually read the Linguistics spoiler above that Khargrom was able to decipher, the Temple of the Beyond has 20-foot-tall walls. That might or might not be important. Channels go all the way up to the ceiling.


Kyra, Level 4 Pregen! wrote:

Kyra moves behind Bossk and channels energy to heal all of her colleagues.

[dice=Channel to heal living creatures]2d6 pts. of healing to everyone.

You know that will cure the Akatas that are within that heal radius. And you can't selectively channel them out because you can't see them. If you really want to revive the bad guys, I'm fine with it. We're going with that unless you do something different.


Ray wakes up laying on the ground, but decides to stay there for some reason then fires a magic missile which seems to work perfectly. He also realizes that being this far seems to be a benefit for not getting hit with that gaze attack again.
Khargrom moves up a little closer trying to be sneaky. He'd pretty sure that is not working as expected.
Seltyiel has a twisted sense of fun, but that is probably what it takes to survive as a murder hobo for so many years. He makes many copies then starts strolling closer.
Yoon feeling like she is on autopilot thinks about trying that fire blast thing but is out of range. So seeing Ray use magic missile she remembers she has a wand of that too. So she retrieves the wand (CL3) and uses it.
damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8 3 charges left

A bank of fog billows out from the middle of the hallway. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

Status Card wrote:

Temple of the Beyond -- Current Time (0:13)

Group conditions:

Round 3
Kyra - dmg; immune gaze
Bossk 16 dmg; endure elements; immune gaze

Round 4
Ray 25 dmg; prone
Khargrom 1 dmg; endure elements; immune gaze
Seltyiel 7 dmg; endure elements; immune gaze
Yoon 23 dmg; immune gaze;
Akata Red 1 18 dmg;
Akata Red 2 18 dmg;
Green 26 dmg; Knowledge (planes) to know more;
Skeleton Blue 4 15 dmg;
Skeleton Blue 5 8 dmg;
Skeleton Blue 6 11 dmg;
Skeleton Blue 7 8 dmg;

Bold may act.


So I don't forget later,
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
He sees you trying to be sneaky.


Kyra uses her healing powers to bring Ray back from the brink as he gasps awake and wonders why he is on the ground and moved.
Bossk raging and barely getting the words out of his mouth as he slams his blade home on the sole remaining Akata, cutting it in half.

Status Card wrote:

Temple of the Beyond -- Current Time (0:13)

Group conditions:

Round 3
Ray 25 dmg; prone
Khargrom 1 dmg; endure elements; immune gaze
Seltyiel 7 dmg; endure elements; immune gaze
Yoon 23 dmg; immune gaze;
Akata Red 1 18 dmg; Knowledge (Dungeoneering) to know more;
Akata Red 2 18 dmg; same as Red;
Green 3 9 dmg; Knowledge (planes) to know more;
Skeleton Blue 4 15 dmg;
Skeleton Blue 5 8 dmg;
Skeleton Blue 6 11 dmg;
Skeleton Blue 7 8 dmg;
Kyra - dmg; immune gaze
Bossk 16 dmg; endure elements; immune gaze

Bold may act.


Bossk saves against the continued gaze of the green "thing" then steps up and proceeds to kill the Akata before him.
Ray looking confused seems to misidentify his opponent and attempts to disrupt something that is not undead. The spell has no effect.
gaze fort save: 1d20 + 1 ⇒ (11) + 1 = 12 failed damage: 5d4 ⇒ (4, 2, 2, 4, 3) = 15 Ray falls down unconscious and dying.
Khargrom uses his mythic abilities to absorb 15 of the 16 damage from the gaze, then attempts the hit the other Akata which misses.
gaze fort save: 1d20 + 5 ⇒ (18) + 5 = 23
Yoon gathers her power and lets loose with a fire blast against Green "thing" which is not prone nor in melee, which seems kind of ideal.
Fire Blast vs touch, w/ Burning Infusion: 1d20 + 9 ⇒ (19) + 9 = 28
damage, fire: 2d6 + 5 ⇒ (3, 1) + 5 = 9 seems effective.
reflex DC17: 1d20 + 9 ⇒ (16) + 9 = 25 doesn't catch on fire.

Akata Red 1 returns the attack against Khargrom
bite: 1d20 + 2 ⇒ (1) + 2 = 3 miss
tentacle: 1d20 + 2 - 5 ⇒ (11) + 2 - 5 = 8 miss
tentacle: 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12 miss

Green 3 steps up to the little fire bug Yoon and attacks.
bite: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 2d6 + 2 ⇒ (5, 6) + 2 = 13
claw: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 1d8 + 2 ⇒ (8) + 2 = 10
claw: 1d20 + 11 ⇒ (4) + 11 = 15 miss
Then magically teleports away. You all see it a bit farther away, hiding behind a column with some cover.

Status Card wrote:

Temple of the Beyond -- Current Time (0:01)

Group conditions:

Round 2
Kyra - dmg; immune gaze
Bossk 16 dmg; endure elements; immune gaze

Round 3
Ray 31 dmg; unconscious; dying
Khargrom 1 dmg; endure elements; immune gaze
Seltyiel 7 dmg; endure elements; immune gaze
Yoon 23 dmg; immune gaze;
Akata Red 1 - dmg; Knowledge (Dungeoneering) to know more;
Akata Red 2 18 dmg; same as Red;
Green 3 9 dmg; Knowledge (planes) to know more;
Skeleton Blue 4 15 dmg;
Skeleton Blue 5 8 dmg;
Skeleton Blue 6 11 dmg;
Skeleton Blue 7 8 dmg;

Bold may act.


Mechien Segla wrote:
Clarification: while I'm playing the pregen, I'm able to run Mechien in a different game, yes?

As far as I know, yes. While you technically have to identify the character you are going to apply the chronicle to at the start of this game, that character is not technically playing in this game.


I was made aware that I made a mistake with the gaze attack but I'm going to leave it for now instead of retconnig it. I don't think it will have a significant impact on the fight/game. If you feel strongly about that, please let me know.

Seltyiel surges and saves but then misses with his swing.
Kyra uses her knowledge to figure out something about Skeletons (the two remaining blue ones).
Will save: 1d20 + 2 ⇒ (7) + 2 = 9
Will save: 1d20 + 2 ⇒ (7) + 2 = 9
Then proceeds to kill them both outright. I put a nicer 30' template on the map with better transparency if you need it for later. You can also copy it and save it for later use or other games.

Status Card wrote:

Temple of the Beyond -- Current Time (0:01)

Group conditions:

Round 1
Kyra - dmg; immune gaze
Bossk 16 dmg; endure elements

Round 2
Ray 16 dmg;
Khargrom 16 dmg; endure elements
Seltyiel 7 dmg; endure elements; immune gaze
Yoon - dmg; immune gaze
Red 1 - dmg; Knowledge (Dungeoneering) to know more;
Red 2 - dmg; same as Red;
Green 3 - dmg; Knowledge (planes) to know more;
Skeleton Blue 4 15 dmg;
Skeleton Blue 5 8 dmg;
Skeleton Blue 6 11 dmg;
Skeleton Blue 7 8 dmg;

Bold may act.


Ray realizing that it is kind of hard to hit one of the sitting down ones from range, scoots up a little to get within point blank range and tries to hit Red 2. Ray of Frost: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 missed.
Khargrom moves around to get some better positioning and swings and misses. Then the mythic power surges in him for another attack which hits home and utterly destroys his target. Bone fragments are flying in the air and bouncing off the walls and ceiling.
Seltyiel moves around to the other side and lands a vicious critical hit against the poor resting thing that never hurt nobody, destroying it in a shatter of bones.
Yoon gathers her power and lets loose with a fire blast that misses her target but leaves a little burn on herself. She also remembers that firing at range against a prone attacker with cover is a bit harder even if it is against touch AC. You did roll a 1 on the attack so was going to miss even if I moved you up to try to hit one of the non-prone guys.

Red 1 moves towards the closest target Khargrom and tries to bite him.
bite: 1d20 + 2 ⇒ (14) + 2 = 16 miss
Red 2 moves towards the closest target Seltyiel and tries to bite him.
bite: 1d20 + 2 ⇒ (20) + 2 = 22 confirm?: 1d20 + 2 ⇒ (13) + 2 = 15 nope damage: 1d6 + 1 ⇒ (6) + 1 = 7
Seltyiel Fort Save: 1d20 + 7 ⇒ (7) + 7 = 14
Green 3 shows up in the middle of the group as if out of thin air and uses a gaze attack on all of you within range (everyone).
Bossk Fort Save: 1d20 + 7 ⇒ (2) + 7 = 9 fail
Khargrom Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10 fail
Kyra Fort Save: 1d20 + 6 ⇒ (15) + 6 = 21
Ray Fort Save: 1d20 + 1 ⇒ (8) + 1 = 9 fail
Seltyiel Fort Save: 1d20 + 7 ⇒ (5) + 7 = 12 fail
Yoon Fort Save: 1d20 + 9 ⇒ (7) + 9 = 16
If you failed, you take damage (slashing): 5d4 ⇒ (2, 3, 4, 3, 4) = 16

Blue 5 stands up and starts moving towards the group.
Blue 7 stands up and starts moving towards the group.

If you failed the Fort save above against the gaze attack, then either try to avoid the gaze (avert your eyes or close them) or make another Fort save on your turn. For purposes of averting, roll the d100 and low is bad and you have to try to save, high is good you're safe this round.

Also remember that you can Surge a d20 roll after you learn the result. So if anyone wants to burn a mythic point to surge their failed fort save, you are welcome to try.

Status Card wrote:

Temple of the Beyond -- Current Time (0:01)

Group conditions:

Round 1
Kyra - dmg;
Bossk 16 dmg; endure elements

Round 2
Ray 16 dmg;
Khargrom 16 dmg; endure elements
Seltyiel 23 dmg; endure elements
Yoon - dmg;
Red 1 - dmg; Knowledge (Dungeoneering) to know more;
Red 2 - dmg; same as Red;
Green 3 - dmg; Knowledge (planes) to know more;
Blue 4 15 dmg;
Blue 5 - dmg; Knowledge (religion) to know more;
Blue 6 11 dmg;
Blue 7 - dmg; same as Blue;

Bold may act.


Khargrom is a bit too surprised to focus and his hand shakes a little to much as he lets loose with a dart which careens off the column up ahead and clatters to the floor.

Status Card wrote:

Temple of the Beyond -- Current Time (0:01)

Group conditions:

Round 1
Ray - dmg;
Khargrom - dmg; endure elements
Seltyiel - dmg; endure elements
Yoon - dmg;
GM Red 1 - dmg; Knowledge (Dungeoneering) to know more;
GM Red 2 - dmg; same as Red;
GM Blue 4 - dmg; prone; Knowledge (religion) to know more;
GM Blue 5 - dmg; prone; same as Blue;
GM Blue 6 - dmg; prone; same as Blue;
GM Blue 7 - dmg; prone; same as Blue;
Kyra - dmg;
Bossk - dmg; endure elements

Bold may act.


Khargrom Shadowband wrote:
Knowledge: Dungeoneering Red 1 = 10

I was grouping them by color for the same thing. You don't know anything special about them other than they look like the description you read earlier about Akatas.

Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
Opposed Perception: 1d20 + 9 ⇒ (19) + 9 = 28

But you do see them both lurking behind the columns.


Thanks, fixed.


As you are all getting into the caverns Kyra uses her wand and cures away all of the damage and fatigue. Everyone is feeling better and adjusting to the low lighting conditions in this long hallway. You read some of the interesting story on the walls and discover a bit about the cult that used this place a long time ago. You head down the long hall.

Khargrom sneaks forward trying to be stealthy but the rest of the party sounds like a parade of jingles and jangley bits echoing off the walls. Distracted by the amount of noise everyone is making, he almost steps on something but stops just short. Opposed Perception: 1d20 ⇒ 13 You are not detected.

Initiative:

Bossk: 1d20 + 2 ⇒ (1) + 2 = 3
Khargrom: 1d20 + 7 ⇒ (15) + 7 = 22
Kyra: 1d20 + 3 ⇒ (7) + 3 = 10
Ray: 1d20 + 8 ⇒ (16) + 8 = 24
Seltyiel: 1d20 + 7 ⇒ (10) + 7 = 17
Yoon: 1d20 + 6 ⇒ (10) + 6 = 16
GM: 1d20 + 8 ⇒ (2) + 8 = 10

Make sure I got your new initiative modifier right

GM:

Opposed Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Opposed Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Opposed Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Opposed Perception: 1d20 ⇒ 7
Opposed Perception: 1d20 ⇒ 1
Opposed Perception: 1d20 ⇒ 2

Status Card wrote:

Temple of the Beyond -- Current Time (0:00)

Group conditions:

Round Surprise
Ray - dmg;
Khargrom - dmg; endure elements
Seltyiel - dmg; endure elements
Yoon - dmg;
GM Red 1 - dmg; Knowledge (Dungeoneering) to know more;
GM Red 2 - dmg; Knowledge (Dungeoneering) to know more;
GM Blue 4 - dmg; prone; Knowledge (religion) to know more;
GM Blue 5 - dmg; prone; Knowledge (religion) to know more;
GM Blue 6 - dmg; prone; Knowledge (religion) to know more;
GM Blue 7 - dmg; prone; Knowledge (religion) to know more;
Kyra - dmg;
Bossk - dmg; endure elements

Bold may act.


The glyphs in the walls are extremely old, predating the creation of the Ancient Osiriani language, but the pictography is mostly representative rather than symbolic, which facilitates comprehension.
To decipher the glyphs:

DC 17 Linguistics:

You are able to decipher the glyphs and learn about the history of the forgotten cult that built this place. The pictograms tell the story of two monsters fallen from the stars in the aftermath of Earthfall.
The creatures mentioned in the glyphs - bizarre two-tailed, lion-sized quadrupeds with tentacled manes encircling their necks. Eager to unravel the mysteries of the great beyond, an ancient cabal of wizards retrieved and hatched the things cocoons for study, imprisoning the creatures in a cage. The cultists worshipped the outer gods and performed foul rites, summoning and dismissing the vilest types of otherworldly horrors with the intent of contacting an emissary of the Great Old Ones who would finally disclose the deepest secrets of the Dark Tapestry. These encounters are minutely documented in the 20-foot-tall walls, which also predict when certain stars might align with the narrow holes in the ceiling above.

DC 16 Knowledge (dungeoneering):
You identify the creatures mentioned in the glyphs as akatas—bizarre two-tailed, lion-sized quadrupeds with tentacled manes encircling their necks

DC 15 Knowledge (engineering) check or DC 20 Perception {stone bonus applies}:
Tremors and time have weakened the columns in this area, leaving them sturdy enough to climb, yet poorly anchored and easily toppled. You notice these properties and judge that, so long as several columns were to remain standing, the room would not collapse.

Tracks lead into the temple from the east and continue to the west. Thanks to the thick layer of dust in this area, you have no difficulty following the tracks.


As you are following the trail and attempt a bonus survival check Survival: 16 + 2 = 18 fail.

It's hot outside and some of you use wands to mitigate the heat. Other think they are superhuman with their new mythic abilities and leave their fate to chance.

Fort save Kyra: 1d20 + 6 ⇒ (2) + 6 = 8 fail. Fatigued
Fort save Kyra: 1d20 + 6 ⇒ (1) + 6 = 7 fail.
Fort save Ray: 1d20 + 1 ⇒ (11) + 1 = 12 fail. Fatigued
Fort save Ray: 1d20 + 1 ⇒ (15) + 1 = 16
Fort save Yoon: 1d20 + 9 ⇒ (20) + 9 = 29
Fort save Yoon: 1d20 + 9 ⇒ (9) + 9 = 18

Kyra NL damamge: 1d4 ⇒ 3
Kyra NL damamge: 1d4 ⇒ 3
Ray NL damamge: 1d4 ⇒ 2

As a reminder, you can always surge the dice rolls after you learn the results.

Khargrom spots the stone trap door and checks it for traps and finds nothing of interest. He heads into the passage way leading the team.

After descending down a roughly hewn tunnel, you reach a long underground gallery.

Status Card wrote:

PILLARS OF THE SUN -- Current Time (0:01)

Group conditions:

Bossk - dmg; endure elements
Ray 2 NL dmg; Fatigued
Khargrom - dmg; endure elements
Yoon - dmg;
Seltyiel - dmg; endure elements
Kyra 6 NL dmg; Fatigued

If you want to heal yourself before the next room, please note it. And some of the pregens have free cure light wounds wands with max charges.


Everyone has the opportunity to make a bonus Survival check while you were following the tracks to see if you able to follow efficiently.

Also everyone give me two Fortitude saves while you were trying to avoid the very hot conditions. You could also mitigate that with Endure Elements or other abilities. If you are using a spell, mark it off your spells or wands.


Anthony please check in with whatever pregen you were going to try out (Yoon possibly?). And please be sure to add in the sage blessed template detailed above in Player Handout #1 and #2.


Once you are prepared to leave Eto, Amenopheus teleports the group to the northern edge of the Pillars of the Sun. There, just as the sun is peaking over the horizon, he and you are able to find the path Kafar and Nefti used to enter the mountains.

Temperatures continue to rise all through the morning, and after four hours of travel, the group reaches a place where the winding path through the spires splits.

The tracks make it appear that Kafar and Nefti split up and traveled in separate directions. Without knowing which of the two agents has the sage jewels or whether they too have been split up, Amenopheus decides that the best choice is to split up. Assuring you that he will remain in contact with you (gives a sideways glance at Bossk), he sends you down one path, and he travels in the other direction.

Your path leads you to a series of switchbacks that ascend the steep side of a gorge, and approximately one hour after Amenopheus’s departure, you reach an immense cliff where the tracks simply end.

Perceptions:

Anthony (Yoon?): 1d20 + 0 ⇒ (4) + 0 = 4
Bossk: 1d20 + 7 ⇒ (13) + 7 = 20 (darkvision, scent when raging)
Khargrom: 1d20 + 9 ⇒ (17) + 9 = 26 (darkvision, +2 traps, +2 stonework, +4 stonetraps)
Kyra: 1d20 + 7 ⇒ (1) + 7 = 8 (darkvision)
Ray: 1d20 + 2 ⇒ (6) + 2 = 8
Seltyiel: 1d20 + 2 ⇒ (18) + 2 = 20

Perception or Survival DC 20:
You reveal a crevice in the rock face that leads to a trap door that descends deep underground.

Make sure I got your perception modifiers right for your new levels/classes as this will be copy and pasted many times again. And if you ever want to surge a roll, just pop in a post real quick and roll the d6.


Bossk Sharptooth wrote:

"Don't worry about the heat Khargrom, as long as someone can use my new endure elements wand."

"How do we get back or call you when we are done? Do you know who else might be after the gems?
If you don't mind using the wand on us before we leave Amenopheus."

Amenopheus adds, "WE're going to the mountains so the heat shouldn't be any problem. And did you pay attention a moment ago there Bossk, you're coming with ME! You don't have to call me, you can just turn around and there I'll be staring back at your next dum... silly question. Again with the comprehension, what did I expect from a barbarian, the Diamond Sage wants the gems and somehow the Aspis Consortium is involved as well. That is what we are going to find out."

"Now if you all are ready. We don't have time to sit around while the bad guys get away with the gems. We have to chase them down."

If there are no further questions, we are heading off to the next stop on the choo-choo train.


As Bossk is the first to burn a mythic point he learns a valuable clue about the thieves (under the 30 spoiler).

Amenopheus considers Khargrom's question, "I think it best to leave any pack animals here and well cared for, plus I can only transport so many people in a teleport."

"Anyone have any more questions for me before we teleport out?"


This is one of those times where you could surge the result and use up one of your mythic points. So you are at a 26 with the assist. You could burn the mythic point and add a d6 to that and try to get the 30. The odds are at 50% at this point. Or you can save your mythic points for later, you never know when you might need them.


Mechien Segla wrote:
Thank you for letting me join this group!

Glad to have you. This part is going to be a little weird with all of the interrupts and re-rerolling. One of the funny things with mythic that I like is that you can do stuff after you learn the results of the roll, which is just so unusual in normal PFS games. This can get silly with the "nope I don't like that result, I'm re-rolling" or "I want to surge that." We will cover some of those rules in the early part of this one.

Now I want to run a Wrath of the Righteous game which goes to level 20 and Mythic Tier 10. I played it and we were like gods by the end. But at the height of power, the bad guys are gods, and they really hurt. I wonder how many years that would take to play online and if I could find enough people that would want to play it.


Khargrom Shadowband wrote:
Am I correct that the chronicles have slightly different things than the sage blessed template and that I should use the chronicle rebuild instead of the sage blessed since I am playing Khargrom (because he has the chronicles)?

Since you are playing on a character that has played the previous two, then you can use the chronicle sheet version which is slightly better. Even better is if you had the source books as that really opens up some fun shenanigans. But you really have your pick of either set: the chronicle or the player handout. I totally expect the rogue to take surprise Strike and if I had to guess Fleet Charge.

Just to clarify for everyone else, if you are playing on a pre-gen character, you can only choose the player handout version. If you are playing on the same character that played part 2, then you can use either the chronicle version or the player handout version. Additionally if you are playing on the same character and you have the additional source material for mythic, you can choose to use that instead of the handout or chronicle.

Also if everyone can be sure to add their mythic power points to their status line to help me keep track.


You may have questions for Amenopheus, which he will endeavour to answer.

You had several hours the previous evening to explore Eto and make inquiries. Diplomacy (gather information) or Knowledge (local)

DC 10+:
Witnesses report seeing a rather tipsy Nefti playing the flute in various taverns throughout Eto over the past several weeks. He hasn’t been seen for three days.

DC 15+:
A man matching Kafar’s description recently visited a local herbalist and apothecary.

DC 20+:
Several caravan guards in the city overheard Kafar and Nefti complaining to one another about the Aspis Consortium.

DC 25+:
Nefti tried to sell information about the Aspis Consortium to a foreigner, but the deal fell through.

DC 30+:
The foreigner was actually a covert Pathfinder operative who suspects Kafar and Nefti may not only be aiming to go rogue, but are also looking for a new patron.

You may already know about the Pillars of the Sun. Knowledge (Geography)
DC 10+:
The Pillars of the Sun are an isolated range of mountains named for their tall, wind-weathered spires.

DC 15+:
The mountains begin 15 miles south of Eto, and an experienced rider might reach them in half a day. Because of its location and elevation, the region is extremely dry and hot during the day, with temperatures dropping drastically at night due to strong winds.

DC 20+:
In past eras, attempts to settle in the region were frustrated by the mountains’ harsh conditions and aggressive fauna. To this day, many ruins stand as reminders of these ill-fated enterprises.

DC 25+:
The Pillars of the Sun have long been an isolated place, and interspecies competition has honed the abilities of its monstrous inhabitants. Even creatures that are typically harmless in other ecosystems can be deadly here, and some are said to have truly extraordinary power.

DC 30+:
Many ancient structures within the Pillars of the Sun take advantage of the terrain and are actually carved inside the rock. Adventurers looking for ruins are more likely to find hidden trap doors and secret passages than crumbled temples covered in sand. Some of these subterranean vaults extend for miles beneath the surface, and a clever explorer can use them to cross from one valley to another to circumvent the most difficult of the mountainous terrain.

Yes a DC30 is a bit of a challenge for the low tier. But you are mythic and do things like Surge


Chronicles are posted here. Let me know if there is any issue with them. The session has been reported.

I'll start getting stuff setup for part 3, wrap up any last minutes purchases in town. Normal PFS rules apply for between session purchases and stuff.


Seltyiel - Pregen wrote:
Are the mythic heroics in place of the two mythic feats we would normally choose?

For a pre-gen character, you get the Sage Blessed Template (described above). If you were playing your character (which has the attached chronicle sheets) then you would be free to add the three mythic tiers (assuming you had the books) and get more creative.


Kyra, Level 4 Pregen! wrote:
I don't own Mythic books. So this is a Core scenario which requires the purchase of non-Core books to enable powered options? or are those options listed in the module and available to all participants via some kind of of Appendix? I'm a bit confused with the Core campaign as things seems to be allowed or disallowed at random (sometimes you can use your chronicle sheets, sometimes you cant; very confusing)

No books needed. If you had them, then you could have a little more flexibility in creating your character. The rules are all included on the chronicle sheets you'll be getting as well as on a player handout for people that drop in on a game (or using a pregen) and haven't actually completed the part 1 and 2. I'll post the player handout below so you can see. All of these abilities can be looked up on the official PRD. Also see Mythic Hero rules

Player Handout wrote:

Sage blessed template

You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for more information about these abilities.
Rebuild Rules: Type gain the mythic subtype; Initiative gain the amazing initiative ability; HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities; Special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; SQ gain the mythic heroics ability.

Mythic Heroics: Choose two of the following abilities.
Heroic Dodge: You gain a +1 dodge bonus to your AC.
Heroic Resilience: You gain a +1 bonus on saving throws.
Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
Heroic Speed: Increase your base speed by 10 feet.
Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.

Versatile Surge: You can expend one use of mythic power to do any of the following. Except when noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, or special ability by 10.

Player Handout #3 wrote:

Mythic Rules Reference

The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.


Kyra, Level 4 Pregen! wrote:
For Part 3 I will bring Kyra as a pregen. However, I'm not clear as to which Mythic abilities we're supposed to add.

If you have the sources I noted above, then you can apply 3 levels of mythic. And for Kyra, probably the most useful are the Hierphant path and Faith's Reach path ability. Also Mythic Spell Lore and then pick all your healing spells for Mythic versions.

If you don't have the sources, then you'll have to wait for the chronicle sheets (all three pages of them) which detail mythic abilities you can use.


Ray Hogan wrote:
So, Ray will be level 3 starting this scenario, so he should be good to go (once I level him), right?

He will indeed be perfect for part 3.


Plan on starting Part 3 next Monday (24th). I'll try to get the chronicles done later on today then you have a few days to play around and discuss your build ideas. I'd like to see builds as you have them ready so I can go over them and make sure you picked the legal options. This being Core + Mythic and possibly non-core-pregens, it is going to be a bit complex to review.


Mechien Segla wrote:
given that those characters aren't high enough level, does that also mean that the result chronicles cannot be applied to those characters (or else not applied until they reach the requisite level)?

It will be a Core chronicle for a level 3 core character. You can apply it to your current character when it hits level 3 or if your current character is still level 1 you could opt to take the chronicle as a level 1 chronicle which reduces the gold down to 500g. You could even go Slow track on part 2 and part 3 and then be able to apply them both still to your level 1 character.