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.