GM Doug's Fate in the Future [NostalgiaCon] (Inactive)

Game Master Doug Hahn

Slides |Macros


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Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

1st Athletics check to help move the pod: 1d20 + 13 ⇒ (6) + 13 = 19

2nd Athletics check to help move the pod: 1d20 + 13 ⇒ (12) + 13 = 25

Siddhartha has a hard time getting a grip on the pod at first, but then gets it moving.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

"Ah. Nice. The chance to stretch out the muscles." comments Fafrd as he starts lifting.

Acrobatics w/ Aid DC20: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Acrobatics DC20: 1d20 + 12 ⇒ (18) + 12 = 30

The junior Pathfinder that Fafrd enlists for the first attempt slips, causing Fafrd to lose his grip. He then shoes the junior agent away, and manages quite well on his own.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Siddartha and Fafrd have an easy time carrying the time pod! 3 successes.

Page break… here's a reminder: DC 20 Acrobatics or Athletics checks to safely relocate the pod or DC 22 Crafting, Survival, or applicable Lore to create improvised devices to assist with transport.

As before go ahead and make 2 checks at the same time.


”Feiya” | Female CG Medium Human Witch 1 HP 15/15 | AC 15 (16 w/ shield) | F +4 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 25ft | Active Conditions: None

Crafting, w aid, DC22: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Crafting, DC22: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

Feiya brings her tools and looks at how Siddhartha and Fafrd use their physical skills to move the sarcophagus. "I heard that in Osirion they used wooden logs and pulled heavy items on them. How about we try that?"

She quickly began to gather necessary items.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Acrobatics vs DC 20: 1d20 + 10 ⇒ (17) + 10 = 27
Acrobatics vs DC 20: 1d20 + 10 ⇒ (9) + 10 = 19

"Nethys, grant me strength!"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Complete. On the the next when I get back to the office


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

On the way back you enter the area where the cave bears were. Some lower-level pathfinders help carry the pod to its final destination while you guard.

Venture-Captain Armeline Jirneau gestures says. “This is a dangerous place, Pathfinders. Secure the perimeter. Let’s keep trouble away as long as we can.”

DC 20 Nature, Stealth, or Survival, or applicable Lore checks to assess nearby threats or DC 22 Athletics or Crafting checks to create protective barricades!

As before make 2 checks at once as you post.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Survival vs DC 20: 1d20 + 11 ⇒ (6) + 11 = 17
Survival vs DC 20: 1d20 + 11 ⇒ (17) + 11 = 28

“This is all good and fun, but without magical defenses we are leaving ourselves vulnerable…”

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

"Well, another one right down my alley!" chuckles the Ulfen.

Stealth: 1d20 + 12 ⇒ (19) + 12 = 31
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22

After sneaking around for a bit, Fafrd comes back to report what he saw. "They never even knew I was near! That's why they call me 'Mouse'."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Maldlethu creates some magical defenses while Fafrd demonstrates why he has the "mouse" eponym.

4 successes. need 2 more!


”Seelah” | Female LG Medium Human Champion 5 | HP 78/78 | AC 23 (25 w/ Shield) | 2 hero points | F +12 R +8 W +10 | Perc +8 | Default Exploration (Defend) | Speed 20ft | Active Conditions: None

Seelah gets underneath the pod and tries to help lift it so she can move it around faster to avoid letting it get hit.

Athletics, DC 22: 1d20 + 11 ⇒ (3) + 11 = 14
Athletics, DC 22: 1d20 + 11 ⇒ (12) + 11 = 23

She fails to lift it properly at first, "Ugh this is so heavy, I think what ever is keeping it flying should be enough!" She instead moves to erecting barriers to prevent things from being able to hit it. "Now this is something I'm much better at. I learned a lot from the paladins of Lastwall... While they were still alive that is."

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha gathers materiel for barricades.

Athletics, DC 22: 1d20 + 13 ⇒ (18) + 13 = 31
Athletics, DC 22: 1d20 + 13 ⇒ (12) + 13 = 25

Where do you want these rocks?

not quite a crit success, but it should work

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Fafrd watches as the rest of the team does their work. "Good job, folks! Let's keep at it and help this traveler get home!"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Together, you help ensure the Pathfinders secure the stasis pod in the Ovoid Chamber. Succes!

Heraxia looks around. I g8uess that's it. We should probably wait for the rest of you Pathfinders to gather nearby. It seems like the right thing to do, I don't know why.

We are on hold will the next and final part. Feel free to interact with Heraxia if you like as we wait :)

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

"So, Heraxia, what can you tell us about these hounds that attacked you and Felise? Are they likely to attack us?"

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

”That’s it, Pathfinders! The focus is almost in position!”

Table GMs, this is your 1-day (more like 20-hour, at this point) warning.


”Feiya” | Female CG Medium Human Witch 1 HP 15/15 | AC 15 (16 w/ shield) | F +4 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 25ft | Active Conditions: None

Feiya prepares for whatever is there to come, she clears some space around her to not trip on some wooden log.


”Seelah” | Female LG Medium Human Champion 5 | HP 78/78 | AC 23 (25 w/ Shield) | 2 hero points | F +12 R +8 W +10 | Perc +8 | Default Exploration (Defend) | Speed 20ft | Active Conditions: None

Seelah takes a moment to sit Doan and fish out the last of the roast meat. "Any sage advice about the future, Heraxia? I know you've forgotten a significant amount but advice or anecdotes would be great to hear."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Spoiler:
Ezren's Occultism (T): 1d20 + 11 ⇒ (3) + 11 = 14
Fafrd's Occultism (U): 1d20 + 5 ⇒ (20) + 5 = 25
Feiya's Occultism (E): 1d20 + 14 ⇒ (6) + 14 = 20
Maldlethu's Occultism (T): 1d20 + 8 ⇒ (5) + 8 = 13

Fafrd the Grey Mouse wrote:
"So, Heraxia, what can you tell us about these hounds that attacked you and Felise? Are they likely to attack us?"

If you see them, they are there to attack you. I remember their bug eyes… they never blink. She frowns. The hounds are named in the most ancient texts… but I can't remember now. I think they are associated with the Great Old Ones, or was it a city that existed before time began?

No one of the magic users understand what she is describing. Fafrd, however, thinks these are Hounds of Tindalos, who are sickened when they aren’t next to a 90º angle.

✶✶✶

Sedoriku's 二番目 Pregen wrote:
Seelah takes a moment to sit Doan and fish out the last of the roast meat. "Any sage advice about the future, Heraxia? I know you've forgotten a significant amount but advice or anecdotes would be great to hear."

Triaxus, my home, is a lovely planet. It's also called 'The Wanderer,' by some, because it has a mysteriously slow orbit that takes it even closer to the sun than Castrovel during its summer, resulting in a tropical climate that turns harsh and frozen as the world sails back out past the gas giants in its winter. This cycle takes 317 Pact Standard years, with whole generations living and dying in a single season! Plant and animal life form two ecologies, each going dormant during its off-season.

My people, the Dragonkin, hae a symbiotic relationship with the humanoid Ryphorians, who manifest in summer or winter forms depending on when they're born.

Oh, everything is just so fuzzy! Why can't I just go home to my Felise! She's HERE, int THIS chamber now, I can feel it! She's just in another time!

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

The Eternity Arch pulses with energy as Heraxia and the Pathfinders congregate near it. Venture-Captain Armeline Jirneau calls for silence. “You’ve done well, Pathfinders, but our mission isn’t over yet. We have to send Heraxia home if we want to go home.”

“That’s right,” Heraxia cuts in. “I have a few more tweaks to make to the stasis pod. Then I need to attune to the Eternity Arch—it should only take a few minutes. Then I can climb in the stasis pod and ride the Eternity Arch home.”

“This is where it gets tricky,” Armeline continues. “Once Heraxia is sealed within the stasis pod, we’ll have moments to get back into the Maze of the Open Road. As soon as she leaves this time, the Eternity Arch’s connection to her will be severed and the Maze will realign—that means this path to the Maze will no longer exist. Anyone who doesn’t make it through will be stranded here, on this distant planet. It should go without saying that the chances of rescue are slim. I want all of our support staff to retreat to the Maze immediately. Bring what supplies you can. In the meantime—”

Armeline’s words are cut short by an eerie howl that issues from the Eternity Arch. Heraxia races back to her stasis pod. “The hounds are coming! We’re out of time!”

Armeline’s face hardens as she draws an alchemical bomb. “Steel yourselves, Pathfinders! We must protect Heraxia!”

Table GMs, please begin Part 4.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

“Incoming!” Urwal shouts as purple glowing cracks in reality spread like spider webs across the chamber. Reality shifts and flickers wildly, leaving behind blurred afterimages of people from other times and places. The unstable reflections screech in confusion and surge forward, arms raised to attack.

Meanwhile, one of the cracks widens, tearing open a massive time rift in the floor. Pathfinders leap out of the way, grasping at stone to avoid tumbling through time. [n]“Help them!”[/nb] Janira shouts. “Hurry!”

You can choose to either fight the intruders [combat] or save the Pathiners [skill checks]. Let me know what you want to do.


”Seelah” | Female LG Medium Human Champion 5 | HP 78/78 | AC 23 (25 w/ Shield) | 2 hero points | F +12 R +8 W +10 | Perc +8 | Default Exploration (Defend) | Speed 20ft | Active Conditions: None

I feel like Seelah would be for helping the Pathfinders first

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

"The right thing would be to save the Pathfinders." mumbles Fafrd. "But we are better with fighting."

Fafrd prefers the save the Pathfinders


”Seelah” | Female LG Medium Human Champion 5 | HP 78/78 | AC 23 (25 w/ Shield) | 2 hero points | F +12 R +8 W +10 | Perc +8 | Default Exploration (Defend) | Speed 20ft | Active Conditions: None

"Well then we save them quickly and then get to fighting!"

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Maldlethu spreads his arms wide. “With the power of magic, all things are possible!”

No preference


”Feiya” | Female CG Medium Human Witch 1 HP 15/15 | AC 15 (16 w/ shield) | F +4 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 25ft | Active Conditions: None

Feyia does not join the bickering. "I am fine either way, let something just happen"

save the pathfinders

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha says Both tasks need to be accomplished, for if the Pathfinders are saved nut then overcome by incoming forces, we have won nothing.

No preference

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Sounds like we do Save the Pathfinders


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A time rift has opened in the floor, and is within danger of comsuming eight pathfinders as it rises from the floor to the ceiling! The oval with opacity on the map

Eight Pathfinders are in danger of falling into the time rift.

• Six #'s 1-6 on map cling to the tiled floor at the edge of the rift, with their bodies dangling into it.
• The seventh # 7 on map climbed partway up a pillar whose base has disappeared into the rift; they are 15 feet in the air.
• The eigth Patyhfinder #8 holds onto a rope tied to a grappling hook, which they tossed into the chamber at the last moment to save themself. The grappling hook is gripping the gap in a stone tile and is clearly not well secured.

The Pathfinders seem to be moving slowly, as time is dilated… If you approach within 10 feet of the rift, you must make a DC 20 fort save or be slowed 1.

As you approach, the eighth Pathfinder's grappling hook slips off the tile, dropping that Pathfinder 5 feet further into the time rift. The grappling hook snags another tile 5 feet closer to the edge of the time rift. Its hold is precarious, and it’s likely to slip again in moments.

You can use any tactic you want here. Most attempts should require at least 1 Interact action and a skill check to complete. The DC of these skill checks is DC 20.

✶✶✶
Saving the Pathfinders Round 1

Terrain: If you approach within 10 feet of the rift, make a DC 20 fort save. If you fail you are slowed 1 for as long as you are close to the rift.
Battlemap

──────────
BOLD IS UP!:
──────────
Something bad happens to the pathfinders
➤ Ezren (53/53 HP)
➤ Fafrd (74/74 HP)
➤ Feiya (53/53 HP)
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP)
➤ Siddhartha (68/68 HP)

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Maldlethu blesses his companions before rushing into the fray. "Come Seelah, come Fafrd, come Siddhartha - let the power of magic fill your limbs with strength!"

Casting guidance thrice!

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Remember that slowed affects you next round. When you start your turn
Fafrd moves in to help, and is not slowed!
fort save: 1d20 + 11 ⇒ (10) + 11 = 21

He Strides twice, to be next to the rope for #8.
He then tries to help stabilize the rope!
athletics, guidance: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Easy come, easy go. I offer this hero point!

athletics, guidance: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The rope slips out of Fafrd's hands!

If players need some inspiration… examples include athletics to anchor/grab, acrobatics to help a pathinder balance and get out, ranged attack to throw grappling hook, occultism to identify a fluctuation in the time rift,crafting to rig a harness, theivery to tie a knot in a rope, performance to encourage the pathidenrs… I'm an EASY SELL!


”Seelah” | Female LG Medium Human Champion 5 | HP 78/78 | AC 23 (25 w/ Shield) | 2 hero points | F +12 R +8 W +10 | Perc +8 | Default Exploration (Defend) | Speed 20ft | Active Conditions: None

Sheelah strides closer to the rift moving at a good clip.
Fort Save DC 20: 1d20 + 12 ⇒ (11) + 12 = 23

She gives a grunt as the air around her suddenly starts to feel like it weighs more than expected, but powers through it and ends up next to two of the Pathfinders and reaches out the to the one to the north.

Athletics, DC 20, Aid bonus: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
No! Hero point: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

Two strides and a rescue attempt. Feiya now might be a time to use one of those haste scrolls.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Fortitude save, DC20: 1d20 + 11 ⇒ (11) + 11 = 22

◆ Siddhartha moves up into the zone impacted by the Rift, but is not affected.

◆ Pulls out a rope

◆ Tries to throw it to the Pathfinder clinging to the Pillar.
I am using my attack roll for a Javelin. I have a Grappling hook if that helps.
Attack roll to get a rope to the Pathfinder on the Pillar: 1d20 + 13 ⇒ (18) + 13 = 31

That works with just my Dex bonus (+4)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Now that you're closer, you can see they all look like clerics of Sarenrae. Just how many Kyras are there, exactly!? No wonder she goes on so many missions…

Seelah saves "Kyra" #2, pulling her out after her hands slip!

Siddartha makes it in and gets a rope to "Kyra" #7 — she attaches it and swings down while the monk holds it taught!!

Feiya and Ezren are up!


”Feiya” | Female CG Medium Human Witch 1 HP 15/15 | AC 15 (16 w/ shield) | F +4 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 25ft | Active Conditions: None

Feiya looks at Seelah fighting to move faster, "I know a spell for such occasion"

She reaches for one of her scrolls and begins chanting looking at the Seelah

Soon magical ray flies towards her and she begins to move a bit faster and her body is a bit blurred.

Get out scroll, cast Haste on Seelah

Horizon Hunters

”Brilliant idea Feiya!”

Ezren also grabs a scroll from his bag, intones a chant sending his magic out to Siddhartha.

Retreive scroll (A). Cast Haste on Siddhartha (AA).


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You haste allies!

The grappling hook for Kyra #8 snags on the very edge of the time rift. Its hold is precarious, and it’s likely to slips again in moments!

✶✶✶
Saving the Pathfinders Round 1

Terrain: If you approach within 10 feet of the rift, make a DC 20 fort save. If you fail you are slowed 1 for as long as you are close to the rift.
Battlemap

──────────
BOLD IS UP!:
──────────
Bad things happen
➤ Ezren (53/53 HP)
➤ Fafrd (74/74 HP)
➤ Feiya (53/53 HP)
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP) │ Haste
➤ Siddhartha (68/68 HP) │ Haste


”Feiya” | Female CG Medium Human Witch 1 HP 15/15 | AC 15 (16 w/ shield) | F +4 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 25ft | Active Conditions: None

Feyia runs to be just outside of the zone that seems to be slowing everyone down. She tries to focus on rifts and everything that she was able to learn about them, then she tries to alter it to help the slipping agent

Occultism@Kyra 8: 1d20 + 14 ⇒ (4) + 14 = 18

She messes it up, but decides to not let go and suffer through it

Occultism hero point@Kyra 8: 1d20 + 14 ⇒ (15) + 14 = 29

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Maldlethu's face is clouded as he rummages through his backpack. If he were a younger elf, one might be tempted to call his expression "petulant" or "inches away from throwing a temper tantrum". Grabbing a rope, he walks to the edge of the time-bubble and throws one end of the coil at the priest hanging on for dear life. "Let's just get this over with," he mutters under his breath before turning to another hapless agent. "You there! Stop gawking at this magical wonder and help hold this rope steady!"

Acrobatics, Aid vs DC 20: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Fafrd tries to save #8 again, this time trying to safely anchor the rope!
thievery w/ tools: 1d20 + 15 ⇒ (13) + 15 = 28

Rope anchored, he looks around. He moves to Krya #1, and quickly removes the stone shard from her hand that prevented her from being able to climb back out.

Medicine(Assurance): 10 + 10 = 20

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha will use his Hasted action and another Stride to move around the other side of the Rift, keeping clear of the edge.

He will then attempt an Athletics check to grab Kyra #5

Athletics to grab Kyra #5: 1d20 + 13 ⇒ (7) + 13 = 20

Barely grabbing her, but succeeding at pulling her out.

He then tries to grab Kyra #3

Athletics to grab Kyra #3, with MAP, since Grapple has the Attack trait??: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14

But misses.


”Seelah” | Female LG Medium Human Champion 5 | HP 78/78 | AC 23 (25 w/ Shield) | 2 hero points | F +12 R +8 W +10 | Perc +8 | Default Exploration (Defend) | Speed 20ft | Active Conditions: None

Seelah grabs the other pathfinder at her side and with a heave tries to pull her out of the time rift. "I never realized Kyra was popular enough to have imitators, much less this many... Were you all doing a Kyra costume contest in he middle of a mission!"

Athletics: 1d20 + 11 ⇒ (11) + 11 = 22

She glares at one of the Pathfinders still near the rift who looks otherwise unhurt. "You! Kyra with the number 3 on your back! Get out of that rift RIGHT NOW! And go report to your Venture Captain! They should know how you were likely goofing off in the middle of an assignment! Now get!"

Intimidation: 1d20 + 13 ⇒ (16) + 13 = 29

Finally she strides over to the final Kyra on her side of the rift and reaches down, to pull her out. "And you too!"
Athletics: 1d20 + 11 ⇒ (14) + 11 = 25


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Feiya shouts to Kyra 8, helping her reattack the rope just in the nick of time, at a moment when the rift is weak. Using Seelah's hero poont!

Maldlethu throws a lifeline to Kyra #6, who scrambles out of the rift. Fafrd helps Kyra 1 out, and together he and Siddartha get #3 out. 8 was saves in cross-post. Siddartha tried and failed the check on 3, but Fafrd go it.

Seelah makes the last Kyra leap in fear — right out of the rift!

Success!! Nicelty done!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

About a minute after Seelah pulls out the last Kyra, the purple crack widens and then explodes into dozens of smaller rifts. Each rift reveals a vision of some distant view. You see the Woodsedge lodge. You see Fafrd next to the Etermity Arch, looking a little worried. You see Maldlethu reverently whispering his catchphrase…

Each vision is entitely different. On one, there are steaming promordial jungles. The ground in the chamber shakes and heaves as a massive dinosaur stomps into view, emerging from that rift! The creature has sharp spines running along its back, thunderous feet, and wicked spikes on its tail.

HAW!! Thar's a challenge!” Calisro Benarry boasts. “Show 'em what Pathfinders be made of!”

“NO! The rifts are pulling us into the past,” Jirneau counters. “We need to force the Eternity Arch to seal these rifts, or we’ll be stranded here!”

Dinosaur art on slide 1. Fight them, or skill checks?


”Seelah” | Female LG Medium Human Champion 5 | HP 78/78 | AC 23 (25 w/ Shield) | 2 hero points | F +12 R +8 W +10 | Perc +8 | Default Exploration (Defend) | Speed 20ft | Active Conditions: None

I say we fight? But then I'm also okay with skill challenges. So let's say half a vote for fighting? Also, GM, if you happened to notice a moment where someone replaced the dinosaur image, I'm covering for GM Bret for a few days and got the slides mixed up and tried to replace the dion with the correct dino for the 7-8 tier.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

I'm more inclined to fight, but my skillset isn't optimal for trying to seal Rifts.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Fight it is!

GM Screen:
Ezren, Detect Magic: 1d20 + 9 ⇒ (5) + 9 = 14
Fafrd, Search: 1d20 + 12 ⇒ (1) + 12 = 13
Feiya, Investigate: 1d20 + 10 ⇒ (4) + 10 = 14
Maldlethu, Detect Magic: 1d20 + 13 ⇒ (8) + 13 = 21
Seelah , Defend: 1d20 + 8 ⇒ (2) + 8 = 10
Siddhartha, Search: 1d20 + 11 ⇒ (9) + 11 = 20

S: 1d20 + 15 ⇒ (6) + 15 = 21
P2: 1d20 + 15 ⇒ (17) + 15 = 32
P2: 1d20 + 15 ⇒ (4) + 15 = 19

Two more creatures rush out of the rift! They have skulls with dome-shaped crowns surrounded by numerous bony horns. Their necks are compact, as if designed for battering…

Unfortunately the conflicting opinoinos of your venture captains throw you off your game. Luckily, the local hunters have given you some good tips, so they are flat-footed to you! Further, sealing the time rifts before make you quickened 1.

The bone-headed dinosaur charges 1d2 ⇒ 2 Siddartha!

Clobbering Charge: 1d20 + 11 ⇒ (6) + 11 = 17
Regular Clobbering: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22

But the monk nimble dodges the charging dinosaus. IOt has 10' reach with the skull. The larger, spined creature huffs and stomps its big feet and looks at you… You know what's coming It charges ahead, trampling over all of you! Seelah can have her reactin for one PC

Trample Feet: 2d6 + 9 ⇒ (6, 6) + 9 = 21

✶✶✶
The Land Before Time Round 1

Terrain: If you approach within 10 feet of the rift, make a DC 20 fort save. If you fail you are slowed 1 for as long as you are close to the rift.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Maldlethu: DC 25 Basic Reflex vs 21 B
Siddhartha: DC 25 Basic Reflex vs 21 B
Ezren: DC 25 Basic Reflex vs 21 B
Feiya: DC 25 Basic Reflex vs 21 B
Fafrd: DC 25 Basic Reflex vs 21 B
Seelah: DC 25 Basic Reflex vs 21 B

──────────
BOLD IS UP!:
──────────
Bonehead 1 (-0 HP) │ Flat-Footed (1)
Steggy (-0 HP) │ Flat-Footed (1)
➤ Maldlethu (51/51 HP) │ Quickened 1
➤ Siddhartha (68/68 HP) │ Quickened 1
Bonehead 2 (-0 HP) │ Flat-Footed (1)
Ezren (53/53 HP) │ Quickened 1
Feiya (53/53 HP) │ Quickened 1
Fafrd (74/74 HP) │ Quickened 1
Seelah (78/78 HP) │ Quickened 1

──────────
RECALL KNOWLEDGE:
──────────

DC (Nature ) on Sgteggy:
This is a stegosaurus! They have a reaction that places their dorsal plates in the way, giving a bonus to AC.
DC 10 (crit success), second success by another PC, or DC 2 as second check after first success:
Spoiler:

DC 18 (Nature ) on Bone-Headed Dino:
This is a Pachycephalosauruses, they can throw you in the air with a reaction after a successful skull strike!
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

reflex DC25: 1d20 + 14 ⇒ (2) + 14 = 16

Grand Archive

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N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Reflex vs DC 25: 1d20 + 12 ⇒ (16) + 12 = 28

Maldlethu cackles wildly as time warps around him. Even being run over by a dinosaur can’t dampen his spirits now. “You see? This magic is the blessing of Nethys, and his power knows no limitations!” Silver light washes over the Pathfinders, followed by another silver blaze that coalesces into a floating translucent staff.

Spiritual Weapon, Bless vs #2: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Force damage: 1d8 + 4 ⇒ (2) + 4 = 6

Casting bless [AA] and spiritual weapon [AQ].

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