the_chase - GM Shared Prep

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Notes from #5-16
GM can award to up 2 chase points for creative use of magic items and spells
Then PCs begin with 5 Chase points
If the PC’s have a move speed of 40 +1 Chase point
If the PC’s have a move speed of 50 +1 Chase point
Pillars of the Sun: Low Tier DC 21 Survival check success +1 Chase point
High Tier DC 26 Survival check success +1 Chase point
Assuming the heat is over 110 degrees (severe):
First heat check Fortitude check DC 15
Second heat check Fortitude check DC 16
Characters that succeed on a DC 15 for every point can give a +1 to another character
Characters in Heavy Armor take -4 to their save
%50 of the party is fatigued -1 Chase point.
Failure means 1d4 nonlethal damage and becomes fatigued. Characters reduced to
unconscious begin taking lethal damage.
Fatigue can be removed through magical healing and removes the lost chase point.
Large Creatures moving through narrow passages DC 25 escape artist check or -1 Chase
Point
A PC with a wand of Endure Elements basically awards free chase points by negating the
survival checks for heat exhaustion and fatigue.
Death Worm Tunnels: Knowledge Dungeoneering or Survival
Low Tier: DC 20 / High Tier: DC23
Successful +1 Chase point
Failure -1 Chase point
Behirs Domain: strong winds = -2 on ranged attacks and -2 perception checks
First heat check Fortitude check DC 15
Second heat check Fortitude check DC 16
Characters that succeed on a DC 15 for every point can give a +1 to another character
Characters in Heavy Armor take -4 to their save
%50 of the party is fatigued -1 Chase point.
Fatigue can be removed through magical healing and removes the lost Chase point
If the PCs uses mythic recuperation for 1 hour -1 Chase point
If the PCs rest overnight -4 Chase points
Mountain Campsite: High Peak/DC 15 Fortitude Check or become Fatigued
%50 of the party is fatigued -1 Chase point.
Fatigue can be removed through magical healing and removes the lost Chase point
The Final Heat: Impossible to target a creature more than two squares away. Each
square=30 feet.
Teleportation like Dimension Door limits accurate teleportation winding up short
Stealth Check: DC 16 Low Tier DC 19 High Tier Success + 1 Chase point
Total number of Chase Points:
2 Or less Edge of the Cliff
3-6 Crack of the Mountain Square
6+ Quicksand patch
10+ Quicksand patch and surprise round
Kafar and Nefti roll twice taking the higher of the two rolls
No check for Narrow Pass and Natural Bridge obstacles
The Chase Diplomacy
Kafir and Nefti start off at infriendly
Kafir DC 21
Nefti DC 24
Indifferent
Kafir DC 16
Nefti DC 19
Friendly
Kafir DC 11
Nefti DC 14
If caught before the illusionary wall they bargain with the knowledge of how to get to the
entrance.
Both Kafar and Nefti have a +2 to Bluff
Nefti tries to convience the party he has sold both the Emerald and Topaz gems and had
documents of credit.
DC 20 Knowledge local: Signature is one of Grandmaster Torch’s aliases.
DC 21 Low Tier DC 24 High Tier Intimidate Check is needed to make Kafar and Nefti
confess
If the Intimidate Check fails by 5 or less Kafar and Nefti feign panic and “spill their guts”
telling both truth and lies.
Kafar and Nefti do not willingly give up the Topaz gem. If the PC’s fail their perception
check Kafar and Nefti retain the Topaz Gem, this can have serious ramifications later in
the scenario.
PCs must change Kafars and Nefti’s attitude to indifferent to offer them Pathfinder Status
and offers a +5 Diplomacy circumstance bonus by doing so.
DC 20 Heal Check to see if they have been infected. +5 situational bonus if one of the PCs
have been bitten
Offering to heal/cure Kafar and Nefti of their affliction gives a further +5 situational
bonus.
Once this plays out Amenopheus arrives…. Amenopheus then lowers the “illusionary
wall” and the PC’s move to area B1.
First Trap: The Screening Stone
The Crystal basically does the “who are you”. Since Amenopheus is the Sapphire Sage he
proceeds North, as can the PC’s since they are the emissaries of the Ruby Sage and possess
the mythic power. However for Kafar and Nefti...not so much. They can try a DC 30 UMD
check. However they can become the custodians of the Topaz Sage… which can have
consequences later…
If the characters do not introduce themselves and try to walk either to the North, East or
West door without introducing themselves, and get the crystal’s approval, they are shot
with a ray: +15 to hit touch attack
Low Tier 1D4 Dex damage
High Tier 1D4+2 Dex damage
The character then has ten seconds to move back to the entrance or be turn to crystal
(stone) Low Tier DC 19 High Tier DC 22 save.
Second Trap: The Crystal Gate
IF Amenopheus is alone he walks up to the door and springs the trap. He tries to tell the
PC’s that he will hold the doorway open… er not so much. This is where Amenopheus
becomes trapped and then the phrase is said in ancient Osiriani “As the light aligns…..”
The PC’s then need to align the right lamps in the right places… At the same time:
The Graven Guardians animate, and in the high tier so does the Golem. The Graven
Guardians have three main attributes:
1. They have something called Faith Bound, in this case if any of the characters are
wearing a holy symbol of Nethys they don’t get attacked.
2. Also as per the scenario the guardians are carrying quarter staves: that are keen. Yes
that’s right two attacks crit on a 19-20.
3. However they do have the ability to cast haste… bringing their attacks to four or two
slams.
Once the Graven Guardians are dealt with… and the Golem at high tier they can proceed,
after solving the puzzle.
The Meeting Chamber
Lots of dialog. We find out the diamond sage is really a Time Dragon. And we come down
to a vote of what will be the fate of the Jeweled Sages:
1. Do they continue to document Osirian Culture as they did in the past?
2. Do they try to bring Osirion back to its former glory?
Tahonikepsu votes to bring Osirion back to its former glory
Amenophus votes to maintain the original mission of the Jeweled Sages
The players now get to vote for which faction. In case of a tie Tahonikepsu states “The
Topaz Sage has yet to speak” at which time Kafar and Nefti can step forward and the
Topaz Sage will appear and votes the way the majority of the Osirion Faction PCs voted.
Meaning a party of six with three Osirion Faction PC vote for Tahonikepsu and the other
three being whatever faction vote for Amenophus the Topaz Sage will appear and side with
the three Osirion Faction PCs, vote for Tahonikepsu and break the tie.
And with the conclusion of the vote: the PCs may have just chosen the new Osirian
Faction Leader.
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