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

Game Master Doug Hahn

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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 starts walking towards the large chamber, clearly not at all interested in trying to balance on uneven ground.

No worries if that's the way we as a group decide to go. XD


”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 heads up the group and points at the rough terrain. "Check through there first and then hit the chamber after that? Or do you have a better idea?"


”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

"So we have seen art of us fighting some dog-like creatures. I don't recall fighting some, at least not with you lot. That means that we could have been in the future... some claim that time is non-linear, a tough word for the witch of the north, but that old-timer must know what I am talking about" she nods towards Ezren

"And now we see glimpses of the past, it give me confidence that we explore this completely stable maze in such company"

Feiya looks at the options "Sure, we are supposed to not leave any stone unturned, some of them we can turn while rolling downhill"

Acrobatics, Untrianed Improvisation: 1d20 + 5 ⇒ (14) + 5 = 19 Adding this roll, if we have to cross that terrain

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 see the posts above as two votes for the rough terrain.

Looks like the tunnel it is. Seems like a likely place the Pathfinder scouts would have explored

Acrobatics to balance: 1d20 + 13 ⇒ (19) + 13 = 32

I am an Expert in Acrobatics, if anyone wants to Follow the Expert


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM Screen:
Ezren, Detect Magic: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Fafrd, Search: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Feiya, Investigate: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Maldlethu, Detect Magic: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Seelah , Defend: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Siddhartha, Search: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31

A1: 1d20 + 12 ⇒ (10) + 12 = 22
A2: 1d20 + 12 ⇒ (15) + 12 = 27

You move onto the slippery ice, following Siddarth'as lead. You make some progress,

The Pathfinder you saved from the trap is helping you scout; and her bunny rabbit rushes around the corner — there's clearly danger ahead! +2 circ to init for all

As you round the corner, you see a large creature, similar to that of a snow leopard but with a bearlike snout and four eyes. It also has a formidable pair of antlers. It drops its head, ready to charge.

It's dark in here, while you have light spells they don't reach out to the end of the tunnel. You hear hooves clattering on ice back there, too.

✶✶✶
Four-Eyed Snow Leopards Round 1

Terrain: All tunnels Uneven Ground (difficult terrain, DC 19 to Balance)and those without the Steady Balance feat are flat-footed.
Battlemap

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

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

DC 25 (Nature) on Weird leopard:
This is an Arabuk. They can do extra sonic damage on their strikes and deafen you
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They have a Dominance Display that does AOE sonic

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])

Nature to Recall Knowledge vs DC 25: 1d20 + 11 ⇒ (6) + 11 = 17

"Magic!" begins Maldlethu once more. "It is in all things, and all things are in magic..."

Mental damage: 1d6 + 4 ⇒ (5) + 4 = 9 (Basic Will 21, Stunned 1 on critical failure)

Recall Knowledge [A] and cast daze [AA].

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 has Steady Balance

Fafrd, blade and hammer at the ready, hunts the Four-Eyed Snow Leopard. "Let it come to us!" he yells!

He then readies to attack it with a twin-takedown when it comes close enough!

readied attacks:

Twin Takedown. Damage is combined for resistences/weaknesses
+1 Striking Rapier: 1d20 + 15 ⇒ (16) + 15 = 31 piercing: 2d6 + 3 ⇒ (4, 4) + 3 = 11 deadly: 1d8 ⇒ 8
+1 Striking light hammer, flurry: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
bludgeoning: 2d6 + 3 ⇒ (4, 6) + 3 = 13

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.

Grumble, system ate my post

◆ Siddhartha moves to the other side of the opening

◆ Adopts Rain of Embers stance, in case Cold creatures don't like fire

◆ And Casts Shield

Armor class bonuses from Rain of Embers stance and Shield should offset Flat-footed


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Siddartha, you need to make a check to balance whenever you move: https://2e.aonprd.com/Actions.aspx?ID=28

Acrobatics for Siddartha: 1d20 + 13 ⇒ (7) + 13 = 20

Siddartha almost loses his balance, but is able to move across the uneven ground as difficult terrain.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Will: 1d20 + 9 ⇒ (14) + 9 = 23

The leopard-creature shrugs off the daze, but its ears bleed a little! Makes it, 4 damage

Feiya is 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 the creature trying to stay up,

"Wow, What kind of creature is this..."

Nature: 1d20 + 10 ⇒ (1) + 10 = 11

"I think this is one of those drop bears from the south. They are harmless, I think, the way to befriend them is to give them a hug. Siddhartha, hug them." ;)

Then she begins to mutter and wave her hands magical energy slowly flows towards the creature

Ill Omen@1

@GM don't forget Ezren - he is all grey so blends nicely with walls ;)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Ezren delays. Beemn 24 hours. I must have dreamed he posted with a failed knowledge check!

1d20 + 9 ⇒ (9) + 9 = 18

A second beast charges out of the darkness! It has no problem on the icy ground. It charges in, then Pounces Fafrd! He crits it on the way in.

Jaws: 1d20 + 15 ⇒ (13) + 15 = 28
P, Sonic: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14

As the antlers pierce him, the creature snarls, vibrating the ranger's bones!

DC 19 Ref: 1d20 + 14 ⇒ (19) + 14 = 33

✶✶✶
Four-Eyed Snow Leopards Round 1

Terrain: All tunnels Uneven Ground DC 19 Acrobatics to move (Balance). Those without the Steady Balance feat are flat-footed. DC 19 Reflex save or prone every time you are struck.
Battlemap

──────────
BOLD IS UP!:
──────────
Maldlethu (51/51 HP) │ Flat-Footed
Siddhartha (68/68 HP) │ Flat-Footed
Feiya (53/53 HP) │ Flat-Footed
Fafrd (74/74 HP)
Leopard 2 (-30 HP)
➤ Seelah (78/78 HP) │ Flat-Footed
➤ Ezren (53/53 HP) │ Flat-Footed
Leopard 1 (-4 HP) │ Ill OMen 1 round

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

DC 25 (Nature) on Weird leopard:
This is an Arabuk. They can do extra sonic damage on their strikes and deafen you
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They have a Dominance Display that does AOE sonic


”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

AH! I lost track of time last night and this morning! I should have been ready to post faster.

Seelah gives a growl as the goat-looking thing charges up at Farfd. She fears that she probably can't move well here and might be a risk to the group. She reaches out and heals Farfd.
Lay on hands, giving him 18 hp back and +2 AC.

Cursing herself for not being prepared enough to handle this situation, she tries to stride closer.

Acrobatics: 1d20 + 1 ⇒ (4) + 1 = 5
Crit fail prone and ends he turn
She falls flat and curses some more.

Dark Archive

Disregard, Ezren and I cross posted:
Botting Ezren

Nature: 1d20 + 9 ⇒ (13) + 9 = 22

Ezren shoots an arc of electricity at the leopards!

Electricity, DC 21 Basic Reflex: 3d4 + 4 ⇒ (2, 1, 2) + 4 = 9

Horizon Hunters

1 person marked this as a favorite.

Sorry moving=disaster. I will try to figure out a better back up plan.

Nature: 1d20 + 9 ⇒ (8) + 9 = 17

"Well another creature to add to my travel logs for further study."

Ezren send out some electricity zaps towards both creatures. Ezren casts Electric Arc.

electricty: 3d4 + 4 ⇒ (4, 3, 4) + 4 = 15(basic reflex save DC21)

Recall knowledge(A).Electric Arc(AA).


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Ref, 1: 1d20 + 13 ⇒ (4) + 13 = 17
Ref, 2: 1d20 + 13 ⇒ (7) + 13 = 20

Ezren can't remember much about these four-eyed leopards, but his bolt of electricity proves they aren't immune to that element.

Seelah helps Fafrd, then drops the the ground.

✶✶✶

The other leopard creature moves forward and stands tall. It roars — shaking ice-crystals off the wall!

Everyone must make a DC 20 WIll save and then read the spoiler below:

DC 20 Will (auditory, concentrate, emotion, enchantment, fear, mental, primal):

Critical Success The creature is unaffected and is temporarily immune to this creature's Dominance Display for 24 hours.
Success You take Sonic Damage: 2d8 ⇒ (5, 2) = 7
Failure You take Sonic Damage: 2d8 + 9 ⇒ (4, 5) + 9 = 18 and are Frightened 1. Next, make a DC 19 Reflex or fall prone as well.
Crit Failure You take Sonic Damage: 2d8 + 9 ⇒ (3, 6) + 9 = 18 and are Frightened 2. Next, make a DC 19 Reflex or fall prone as well.

✶✶✶
The Leopard's Roar! Round 2

Terrain: All tunnels Uneven Ground DC 19 Acrobatics to move (Balance). Those without the Steady Balance feat are flat-footed. DC 19 Reflex save or prone every time you are struck or fail a save.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Maldlethu: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save
Siddhartha: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save
Feiya: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save
Fafrd: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save
Seelah: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save
Ezren: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save

──────────
BOLD IS UP!:
──────────
➤ Maldlethu (51/51 HP) │ Flat-Footed
➤ Siddhartha (68/68 HP) │ Flat-Footed
➤ Feiya (53/53 HP) │ Flat-Footed
➤ Fafrd (74/74 HP) │ Reaction Used, +2 to AC
Leopard 2 (-45 HP)
Seelah (78/78 HP) │ Flat-Footed, Prone
Ezren (53/53 HP) │ Flat-Footed
Leopard 1 (-18 HP)


”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

And down went Ill Omen :(

Will save, DC20: 1d20 + 12 ⇒ (10) + 12 = 22

Feiya grabs her ears and shakes her head. The ringing in her head finishes earlier than to some

She looks at the creature and some rubble that lies not that far

Telekinetic Projectile@L2: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, bludgeoning: 3d6 + 4 ⇒ (4, 6, 5) + 4 = 19

Then she looks at the creature that roared with an angry face

Evil eye@Leopard 1 DC21 Will save

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.

Will Save: 1d20 + 11 ⇒ (13) + 11 = 24

Loud and obnoxious, that's pretty much all I need to know about you.

His ears are ringing from the roar, but does not appear terribly hurt by the noise.

◆ Flurry of Blows at 2

First Attack of Flurry of Blows using Fire Talon Strikes: 1d20 + 14 ⇒ (12) + 14 = 26
Fire damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Second Attack of Flurry of Blows using Fire Talon Strikes: 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23
Fire damage: 2d8 + 4 ⇒ (8, 6) + 4 = 18

◆ Tries a third strike

Third Attack of Flurry of Blows using Fire Talon Strikes: 1d20 + 14 - 8 ⇒ (3) + 14 - 8 = 9
Fire damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

◆ And Casts Shield

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

Will: 1d20 + 12 ⇒ (5) + 12 = 17
Acrobatics: 1d20 + 12 ⇒ (6) + 12 = 18 those are the rolls I am more used to

Fafrd falls, but stands right back up
He then hunts #2 as his prey and attacks with twin takedown.
+1 Striking Rapier: 1d20 + 15 ⇒ (10) + 15 = 25 piercing: 2d6 + 3 ⇒ (4, 6) + 3 = 13 deadly: 1d8 ⇒ 6
+1 Striking light hammer, flurry: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23 bludgeoning: 2d6 + 3 ⇒ (2, 1) + 3 = 6


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Will, 1: 1d20 + 9 ⇒ (5) + 9 = 14

Fafrd and Siddartha work together with hammer and fist to drop their target! The creature falls only after Fafrd's final flurry attack knocks it upside the head.

With #2 down that means Seelah and Ezren are up.

✶✶✶
The Leopard's Roar! Round 2

Terrain: All tunnels Uneven Ground DC 19 Acrobatics to move (Balance). Those without the Steady Balance feat are flat-footed. DC 19 Reflex save or prone every time you are struck or fail a save.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Maldlethu: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save
Seelah: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save
Ezren: DC 20 Will Save, then a DC 19 Reflex if you fail the Will save

──────────
BOLD IS UP!:
──────────
➤ Maldlethu (51/51 HP) │ Flat-Footed
Siddhartha (61/68 HP) │ Flat-Footed
Feiya (46/53 HP) │ Flat-Footed
Fafrd (56/74 HP) │ +2 status to AC
➤ Seelah (78/78 HP) │ Flat-Footed, Prone
➤ Ezren (53/53 HP) │ Flat-Footed
Leopard 1 (-18 HP) │ Frightened 1 (Evil Eye)

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

DC 25 (Nature) on Weird leopard:
This is an Arabuk. They can do extra sonic damage on their strikes and deafen you
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They have a Dominance Display that does AOE sonic

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])

Will vs DC 30: 1d20 + 13 ⇒ (11) + 13 = 24

“It flows through us, creates us, and will eventually destroy us!” Maldlethu’s sermon continues through the cacophony, as does his magical ward.

Nonlethal Mental damage: 1d6 + 4 ⇒ (5) + 4 = 9 (Basic Will DC 21, Stunned 1 on critical failure)

Casting daze [AA] and shield [A].


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

[dice=Will]1d20+9[/dice

Four-eyes takes a little damage, earss bleeding. But it just looks even more mad now!

Seelah and Ezren are up! Need some saves before your turn and Seelah is prone.


”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

Will Save: 1d20 + 10 ⇒ (6) + 10 = 16

Seelah grunts on the ground as her head hurts.

Being prone makes the Reflex save moot, right? Unless she's going Super Prone.

Seelah stands up and very unsteadily tries to move closer.

Acrobatics, untrained: 1d20 + 1 ⇒ (3) + 1 = 4
I swear, she might just ask someone to push her so she can use Reflex instead!

She instead takes a massive nosedive and ends up back on the ground cursing!

Horizon Hunters

Will Save DC20: 1d20 + 11 ⇒ (11) + 11 = 22

Ezren feels a pounding in his head but he takes a deep breathe and it goes away.
Ezren shoots electricity out of his palm again.

Electricity DC21 Basic Reflex Save: 3d4 + 4 ⇒ (4, 3, 3) + 4 = 14

Then he casts shield upon himself.

ElectricArc(AA). Shield(A)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Ref: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22

Ezren blasts the creature, while Seelah continue to struggle. For a Paladin, she seems to be cursing a lot.

This snow-leopard-thing also does a dominance display! More Will saves from everyone

DC 19 Will (auditory, concentrate, emotion, enchantment, fear, mental, primal):

Critical Success The creature is unaffected and is temporarily immune to this creature's Dominance Display for 24 hours.
Success You take Sonic Damage: 2d8 ⇒ (1, 5) = 6
Failure You take Sonic Damage: 2d8 + 9 ⇒ (7, 2) + 9 = 18 and are Frightened 1. Next, make a DC 19 Reflex or fall prone as well.
Crit Failure You take Sonic Damage: 2d8 + 9 ⇒ (4, 7) + 9 = 20 and are Frightened 2. Next, make a DC 19 Reflex or fall prone as well.

It then Pounces Siddartha!

Jaws: 1d20 + 15 - 1 ⇒ (8) + 15 - 1 = 22 I believe Siddartha's FF AC is 24 right now yes? If so this will miss because of Evil Eye UNLESS you crit fail the will save.
P: 2d10 + 5 ⇒ (5, 7) + 5 = 17

✶✶✶
The Leopard's Roar! Round 3

Terrain: All tunnels Uneven Ground DC 19 Acrobatics to move (Balance). Those without the Steady Balance feat are flat-footed. DC 19 Reflex save or prone every time you are struck or fail a save.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Maldlethu: DC 19 Will, if fail you need to make a DC 19 reflex or fall prone
Siddhartha: DC 19 Will, if fail you need to make a DC 19 reflex or fall prone
Feiya: DC 19 Will, if fail you need to make a DC 19 reflex or fall prone
Fafrd: DC 19 Will, if fail you need to make a DC 19 reflex or fall prone
Seelah: DC 19 Will
Ezren: DC 19 Will, if fail you need to make a DC 19 reflex or fall prone

──────────
BOLD IS UP!:
──────────
➤ Maldlethu (44/51 HP) │ Flat-Footed
➤ Siddhartha (61/68 HP) │ Flat-Footed
➤ Feiya (46/53 HP) │ Flat-Footed
➤ Fafrd (56/74 HP)
➤ Seelah (60/78 HP) │ Flat-Footed, Prone
➤ Ezren (46/53 HP) │ Flat-Footed
Leopard 1 (-29 HP) │ Frightened 1 (Evil Eye)


”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

Will save, DC19: 1d20 + 12 ⇒ (10) + 12 = 22

"Ouch! That hurt" she sustains the hex, the creature should be frightened!

Throw: 1d20 + 12 ⇒ (5) + 12 = 17
Damage, bludgeoning: 3d6 + 4 ⇒ (1, 4, 5) + 4 = 14

She sends another piece of rubble flying!

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.

Will save, DC19: 1d20 + 11 ⇒ (8) + 11 = 19

What does it take to keep these things quiet?

◆ Spend a Focus Point to Activate Ki Strike

◆ Flurry of Blows

First Attack of Flurry of Blows using Fire Talon Strikes with Ki Strike: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Fire damage plus Ki Strike Force Damage: 2d4 + 4 + 1d6 ⇒ (1, 2) + 4 + (3) = 10

Second Attack of Flurry of Blows using Fire Talon Strikes with Ki Strike: 1d20 + 14 - 4 + 1 ⇒ (7) + 14 - 4 + 1 = 18
Fire damage plus Ki Strike Force Damage: 2d8 + 4 + 1d6 ⇒ (2, 7) + 4 + (1) = 14

◆ Cast Shield

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])

Will vs DC 19: 1d20 + 13 ⇒ (18) + 13 = 31

“Surrender yourself to the magic!” Maldlethu’s voices rises to a crescendo that matches the leopard’s in intensity (if not volume). “Burn yourself out and ascend!”

Nonlethal Mental damage: 1d6 + 4 ⇒ (2) + 4 = 6 (Basic Will DC 21)

Casting shield [A] and daze [AA].

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

will DC19: 1d20 + 12 ⇒ (8) + 12 = 20
Fafrd again changes his hunter's prey target to #1, and then works on bringing it down.

+1 Striking Rapier: 1d20 + 15 ⇒ (18) + 15 = 33 piercing: 2d6 + 3 ⇒ (5, 5) + 3 = 13 deadly: 1d8 ⇒ 6
+1 Striking light hammer, flurry: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31 bludgeoning: 2d6 + 3 ⇒ (2, 2) + 3 = 7
If they both crit, that's 32+14=46 damage, combined for resistence/weakness

If it still stands, he swings again with the hammer

+1 Striking light hammer, flurry: 1d20 + 15 - 4 ⇒ (15) + 15 - 4 = 26 bludgeoning: 2d6 + 3 ⇒ (6, 4) + 3 = 13


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

will: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11

Feiya whings some ribble at the creature, missing.

As the creature watches the rock whizz by Siddartha catches it in the jaw with a fiery left hook! Crit for 20

Maldlethu’s MAGIC! makes the creature's ears bleed.

Siddartha then crits the creature twide taking it out!

Out of combat

✶✶✶

You inspect the tunnels amd makle a grisly discovery. The missing pathfinders are there indeed… they were being eaten! Hoew many eaten Pathfinders will this special have!?

One of them is still barely alive, and you can bring him back to camp to begin recovering from his ordeal. Every other person here is dead.

There are other bodies in here too. A a large, fourarmed humanoid (a shobhad, which Fafrd recognizes from before) and a pair of crimson-skinned humans dressed in warm furs, which Ezren recognizes as Hylki.

✶✶✶

Where to next?

VERMIN
Someone's in trouble! Combat

FUTURE FOES
Planar anomalies! Skills + Combat

SHOBAD INVESTIGATORS
There's a fire up ahead. Social

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.

Credit where credit is due. Fafrd had the double crit, not Siddnartha.

After we take the wounded Pathfinder back, Siddhartha will take 10 minutes to refocus, As long as we are out of combat for 13 minutes, his Pearly White Spindle Aeon Stone will heal him the 13 HP he is down.

Well, that an unpleasant mission. Where do we go next?

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

"I am good for whichever."

Horizon Hunters

”Is it time to break out the scrolls of healing? Or are they impractical at this moment? This is not my area of expertise.”


”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 pulls out a rope ties it to her ankles and lays down on her shield. "Someone just pull me out of here before I fall badly and actually hurt myself."

Once out of the worst of the slippery ice, she stands up and starts to pray and ask Iomedae for forgiveness for the unnecessary curses she may have used during the fight. At least 10 minutes to refocus please. But pulling out a heal scroll here wouldn't be a waste. We could all use some healing.

She looks at herself, the rest of the slightly battered crew and then towards Maldlethu. "Might be time to bust out the scrolls. We all look a bit battered and that'd be the most efficient way to heal up."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM screen:
Ezren, Detect Magic: 1d20 + 9 ⇒ (9) + 9 = 18
Fafrd, Search: 1d20 + 12 ⇒ (20) + 12 = 32
Feiya, Investigate: 1d20 + 10 ⇒ (5) + 10 = 15
Maldlethu, Detect Magic: 1d20 + 13 ⇒ (1) + 13 = 14
Seelah , Defend: 1d20 + 8 ⇒ (3) + 8 = 11
Siddhartha, Search: 1d20 + 11 ⇒ (8) + 11 = 19

1: 1d20 + 6 ⇒ (5) + 6 = 11
2: 1d20 + 6 ⇒ (18) + 6 = 24
3: 1d20 + 6 ⇒ (17) + 6 = 23
4: 1d20 + 6 ⇒ (3) + 6 = 9

You have enough healing to take care of it between encounters.

✶✶✶

After handing off the wounded Pathfinder, you are aligned to explore some tunnels with Janira Gavix and some Pathfinders she's mentoring.

Here, frost-tinged stone gives way to slick ice tunnels and snowfilled passages as Pathfinders forge forward. Janira suddenly pales. “Did you hear that? Someone’s in trouble! You check that passage and I’ll lead my team to check the other. Hurry!”

You rush along the tunnels! As you move, you hear a deep feminine voice, echoing eerily in the darkness:

“Felise! Where are you? I don’t know where I am! I don’t even know when I am... Felise! Can you hear me?”

You follow the voice into a snow-covered cave. All snow is difficult terrain In the center is a patch of slick ice More of the dreaded Uneven ground! It's harder too: DC 20. A raised ledge on to the is 10 feet higher than the surrounding area.

There are four large, horrible-looking worms in here. Their hides are the color of ice and covered with jagged icicles. Their mandibles hungrily work back and forth, and a frightening intelligence gleams in their eyes. They move to attack!

✶✶✶
The Wurm Turns Round 1

Terrain: Ice Sheet in middle is Uneven Ground DC 20 Acrobatics to Balance across. All snow (everywhere else) is difficult terrain. Ledge is 10' up.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Fafrd (74/74 HP) │ Still basking in recognition and glory of his encounter-ending double crit.
Worm 2 (-0 HP)
Worm 3 (-0 HP)
Siddhartha (68/68 HP)
Ezren (53/53 HP)
Feiya (53/53 HP)
Maldlethu (51/51 HP)
Seelah (78/78 HP) │ Shieeld up, Block available
Worm 1 (-0 HP)
Worm 4 (-0 HP)

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

DC 23 (Nature ) on Ice Worm:
This is a Bergworm. They can grab onto you and then gnaw you up!
DC 33 (crit success), second success by another PC, or DC 25 as second check after first success:
Spoiler:
A creature that hits a bergworm with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (DC 17 basic Reflex save). On a critical failure, the creature also takes 1d4 persistent cold damage.


”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

The Acrobatics check is only in that tiny area? HALLELUJAH!


”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

"Six agents who believed in dream, followed the voice of girl forgotten" says Feiya something that sounds like a poem

When she spots the worms she adds

"But it was a voice, nothing but a voice..."

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

Rather than moving forward, Fafrd calls out, again, "Let them come to us. Let them deal with the ice."

He marks #4 as his prey, quickdraws his bow, and shoots.
+1 Striking composite shortbow vs #4: 1d20 + 15 ⇒ (5) + 15 = 20 piercing: 2d6 + 1 ⇒ (5, 2) + 1 = 8 deadly: 1d10 ⇒ 10

And then performs a hunters shot!

+1 Striking composite shortbow, flurry vs #4: 1d20 + 15 - 3 ⇒ (11) + 15 - 3 = 23 piercing: 2d6 + 1 ⇒ (4, 6) + 1 = 11 deadly: 1d10 ⇒ 8
+1 Striking composite shortbow,flurry vs #4: 1d20 + 15 - 6 ⇒ (3) + 15 - 6 = 12 piercing: 2d6 + 1 ⇒ (2, 4) + 1 = 7 deadly: 1d10 ⇒ 10


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Fafrd shoots an arrow across the room, piercing the worm's hide!

Worms two and three burrow down into the ground. You see the ground heave, coming closer before it's lost under the tunnel walls. Looks like they have a way to deal with the terrain too.

✶✶✶
The Worm Turns Burrows Round 1

Terrain: Ice Sheet in middle is Uneven Ground DC 20 Acrobatics to Balance across. All snow (everywhere else) is difficult terrain. Ledge is 10' up.
Battlemap

──────────
BOLD IS UP!:
──────────
Fafrd (74/74 HP) │ Basking in recognition and glory of double crit.
Worm 2 (-0 HP) │ Burrowing…
Worm 3 (-0 HP) │ Burrowing…
➤ Siddhartha (68/68 HP)
➤ Ezren (53/53 HP)
➤ Feiya (53/53 HP)
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP) │ Shieeld up, Block available
Worm 1 (-0 HP)
Worm 4 (-11 HP)

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

DC 23 (Nature ) on Ice Worm:
This is a Bergworm. They are weak to fire.
DC 33 (crit success), second success by another PC, or DC 25 as second check after first success:
Spoiler:
A creature that hits a bergworm with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (DC 17 basic Reflex save). On a critical failure, the creature also takes 1d4 persistent cold damage.


”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 moves forwards and stops on the stairs then she hexes one worm

"You are not worthy to fight us, creature!"{/b] Evil Eye@Worm1 will save DC21

Nature, recall knowledge: 1d20 + 10 ⇒ (17) + 10 = 27

[b]"This is a Bergworm! They are weak to fire!" she yells hearing her voice echo through the cave

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 pushes through the snow with effort and clears his throat. "Magic is within all things..." he begins again.

Nonlethal Mental damage: 1d6 + 4 ⇒ (1) + 4 = 5 (Basic Will 21, Stunned 1 on critical failure)

Stride [A] and cast daze at #4 [AA].

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.

Feiya, you should not be wandering out in front of the rest of the Party. Leave that to those of us idiots who are trained for Close Combat.

◆ Stride to get between Feiya and Worm 1

◆ Adopt Rain of Embers Stance (+1 AC)

◆ Cast Shield (for another +1 AC)

I'm not charging too far out in front anymore.

Envoy's Alliance

1 person marked this as a favorite.
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
Siddhartha the Wanderer wrote:

Feiya, you should not be wandering out in front of the rest of the Party. Leave that to those of us idiots who are trained for Close Combat.

"I, uh, resemble that remark."

'What part of "let them come to us" did they not understand?'

Horizon Hunters

Why does Ezren not have a fire cantrip?!

Nature: 1d20 + 9 ⇒ (8) + 9 = 17

Ezren Strides forward
"Well if I am going to roast some worms I would prefer not to roast you all at the same time."

Ezren coats himself in a magical force field.

knowledge check(A). Stride(A).CastShield(A)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Will, Worm 1: 1d20 + 6 ⇒ (11) + 6 = 17
Will, worm 4: 1d20 + 6 ⇒ (13) + 6 = 19

The wornm quivers as Feiya makes it afraid! Maldlethu uses a long-range spell against the worm. Siddartha and Ezren position themselves and get ready for an incoming assault.

Seelah is up


”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 trudge through the snow slowly as she draws out her bow, she's not the most accurate with the thing but unless the ice worms decided to come in close she'd not be able to use her blade against them in the fight.

Stride twice for 30 feet of movement, interact to draw bow.

Retributive Strike:

Seelah gives a call, "Watch out!" as a small flare of Iomedae's power wards her companion and she fires an arrow at the worm.

Shortbow: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d6 ⇒ 1


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Worm one burrows through the tunnel, emerging alongside Siddartha!

Jaws, F1: 1d20 + 12 - 1 ⇒ (17) + 12 - 1 = 28
P: 1d10 + 4 ⇒ (1) + 4 = 5
Cold: 1d6 ⇒ 1

Seelah's reaction prevents all damage!

Jaws: 1d20 + 12 - 5 - 1 ⇒ (17) + 12 - 5 - 1 = 23

Worm 4 burrows over to Seelah — lurching out of the snow to bite her!

Jaws: 1d20 + 12 ⇒ (7) + 12 = 19

… missing!

✶✶✶
The Worm Turns Burrows Round 1 Round 2

Terrain: Ice Sheet in middle is Uneven Ground DC 20 Acrobatics to Balance across. All snow (everywhere else) is difficult terrain. Ledge is 10' up.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Fafrd (74/74 HP)
Worm 2 (-0 HP) │ Burrowing…
Worm 3 (-0 HP) │ Burrowing…
Siddhartha (68/68 HP) │ Shield up
Ezren (53/53 HP)
Feiya (53/53 HP)
Maldlethu (51/51 HP)
Seelah (78/78 HP) │ Reaction Used
Worm 1 (-0 HP) │ Frightened 1
Worm 4 (-16 HP)

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 drops his bow, steps up, QuickDraws his rapier and hammer, attack with both as he draws

+1 Striking Rapier: 1d20 + 15 ⇒ (5) + 15 = 20 piercing: 2d6 + 3 ⇒ (5, 4) + 3 = 12 deadly: 1d8 ⇒ 1
+1 Striking light hammer: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28 bludgeoning: 2d6 + 3 ⇒ (5, 4) + 3 = 12

not changing his hunted prey yet, and this is just two strikes, no combining.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Splat! Fafrd taks out the worm with a stab and a crit with the hammer!

The ranger feels the ground move underfoot a moment before Bergworm 2 launches itself out of the ice at him!

Jaws: 1d20 + 12 ⇒ (15) + 12 = 27
P: 1d10 + 4 ⇒ (9) + 4 = 13
Cold: 1d6 ⇒ 1

The disgusting mandibles grab onto him!

The ground under Maldlethu's feet moves too… he's struck at from behind!

Jaws: 1d20 + 12 ⇒ (2) + 12 = 14
Jaws: 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12
P: 1d10 + 4 ⇒ (4) + 4 = 8
Cold: 1d6 ⇒ 2

Luckily the worm only gets cavern wall in its mouth.

✶✶✶
The Worm Turns Burrows Round 1 Round 2

Terrain: Ice Sheet in middle is Uneven Ground DC 20 Acrobatics to Balance across. All snow (everywhere else) is difficult terrain. Ledge is 10' up.
Battlemap

──────────
BOLD IS UP!:
──────────
Fafrd (60/74 HP) │ Grabbed
Worm 2 (-0 HP)
Worm 3 (-0 HP)
➤ Siddhartha (68/68 HP) │ Shield up
➤ Ezren (53/53 HP)
➤ Feiya (53/53 HP)
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP) │ Reaction Used
Worm 1 (-0 HP) │ Frightened 1

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

DC 23 (Nature ) on Ice Worm:
This is a Bergworm. They are weak to fire.
DC 33 (crit success), second success by another PC, or DC 25 as second check after first success:
Spoiler:
A creature that hits a bergworm with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (DC 17 basic Reflex save). On a critical failure, the creature also takes 1d4 persistent cold damage.


”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 around, then she stretches her hands and begins to laugh. "That's right, you are no match for us!" Cackle to maintain evil eye on 1

She takes a step next to Siddhartha "No worries monk, I can handle myself"

She touches the worm with her hand and stabs the creature with her nails

Vampiric touch@Worm 1: 6d6 ⇒ (2, 6, 6, 1, 4, 4) = 23 Vampiric Touch basic fort save DC21

Worm 4 should be out (this is what the tracker says, but it is still on the map)

I use the 'square' on the map that is not entirely clear, but Feiya should be able to squeeze in there :D

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