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

Game Master Doug Hahn

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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.

◆ Flurry of Blows

First Attack of Flurry of Blows on 1 using Fire Talon Strikes: 1d20 + 14 ⇒ (13) + 14 = 27
Fire damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12

Second Attack of Flurry of Blows on 1 using Fire Talon Strikes: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Fire damage: 2d8 + 4 ⇒ (7, 1) + 4 = 12

◆ Third attack, because sometimes I get lucky

Third Attack of Flurry of Blows on 1 using Fire Talon Strikes: 1d20 + 14 - 8 ⇒ (13) + 14 - 8 = 19
Fire damage: 2d8 + 4 ⇒ (7, 1) + 4 = 12

◆ Cast Shield

If 1 goes down after the Flurry:

◆ My second action would to move as close as I can to 2

◆ Third action would still be to cast shield


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

Fort: 1d20 + 12 ⇒ (8) + 12 = 20

Feiya zaps her target! Siddartha crits the frightened worm on the first strike, finishing it off!

Siddartha, you have 2 actions left.

✶✶✶
The Worm Turns Burrows Round 1 Round 2-3

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) │ 2 actions left
➤ Ezren (53/53 HP)
Feiya (53/53 HP) │ 11 temp hp
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP) │ Reaction Used

──────────
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.

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

His prey now next to him, Fafrd starts working on #2.

Twin Takedown
+1 Striking Rapier: 1d20 + 15 ⇒ (18) + 15 = 33 piercing: 2d6 + 3 ⇒ (6, 5) + 3 = 14 deadly: 1d8 ⇒ 2
+1 Striking light hammer, flurry: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31 bludgeoning: 2d6 + 3 ⇒ (1, 6) + 3 = 10

Two Strikes
+1 Striking light hammer, flurry: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30 bludgeoning: 2d6 + 3 ⇒ (5, 2) + 3 = 10
+1 Striking light hammer, flurry: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21 bludgeoning: 2d6 + 3 ⇒ (4, 6) + 3 = 13


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

Fafrd takes out worm 2! What a crit machine!!

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 uses his other two actions to move down next to Worm 3.

I wonder what I could catch with you as bait.


”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 tries to get closer to the last worm, surprised how effective her companions are at killing these less than deadly worms. "I swear, moving around like this is difficult in snow this deep."

Two actions to Stride 15' (30' equivalent)

She then draws out her sword.

If she can't stand there:
Seelah stops at the space a few feet back instead Transparent image on the slides and fires a shot instead.

+1 Shortbow: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d6 ⇒ 4

She then fires again.
+1 Shortbow: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19
Damage: 1d6 ⇒ 4

Retrubitive Strike:

Depending on where she can stand, Seelah will be attacking with different weapons, +14 for the longsword, +11 for the bow.
Attack roll: 1d20 ⇒ 1
Short bow damage: 1d6 ⇒ 6
Longsword Damage: 2d8 + 4 ⇒ (8, 8) + 4 = 20


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

Seelah gets into position, as does Siddhartha. She can stand there.

Maldlethu is up!

Horizon Hunters

Ezren reaches for a wand attached to his belt "One left? Child's play the way you all have been hacking and slashing."

Force Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7

Interact(A). Cast Magic Missile (AA)

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 proudly brandishes his magical shield in the worm's face. Or what passes for a face. "It will consume you!" he howls!

Nonlethal Mental damage: 1d6 + 4 ⇒ (2) + 4 = 6 (Basic Will 21, Stunned 1 on critical failure)

Casting shield [A] and daze [AA].


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

1d20 + 9 ⇒ (14) + 9 = 23

Ezren blasts the worm while Maldlethu tries to daze it again. The worms seem stubborn.

Jaws vs Siddartha: 1d20 + 12 ⇒ (18) + 12 = 30
p: 1d10 + 4 ⇒ (8) + 4 = 12 Net 5
Cold: 1d6 ⇒ 6 Net 0

Seelah reduces the strike and misses with her sword… but this time the damage isn;t recuded to 0, allowing the worm to Grab on!

It then gnaws on the monk!

P, Cold: 1d10 + 1d6 ⇒ (10) + (6) = 16

✶✶✶
The Worm Turns Burrows Round 1 Round 3-4

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)
Worm 3 (-10 HP)
➤ Siddhartha (47/68 HP) │ Grabbed
➤ Ezren (53/53 HP)
➤ Feiya (53/53 HP) │ 11 temp hp
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP) │ Reaction Used

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.

OK, need to stop making fun of them, because they HURT!

◆ Flurry of Blows

First Attack of Flurry of Blows on 1 using Fire Talon Strikes: 1d20 + 14 ⇒ (11) + 14 = 25
Fire damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Second Attack of Flurry of Blows on 1 using Fire Talon Strikes: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
Fire damage: 2d8 + 4 ⇒ (8, 5) + 4 = 17

◆ Third attack, because sometimes I get lucky

Third Attack of Flurry of Blows on 1 using Fire Talon Strikes: 1d20 + 14 - 8 ⇒ (12) + 14 - 8 = 18
Fire damage: 2d8 + 4 ⇒ (6, 6) + 4 = 16

◆ Cast Shield


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

The worm is bloodied… but still holds on to Siddartha… can someone finish it off?

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 shrugs, now that he cannot get to the worm.

He sheaths his blade and puts his hammer on its belt loop, and picks up his bow.


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

It has less than 5 hp left and I have meetings until later today. Jut gonna call it because we have 8 days left for this part and we are less than halfway through.

GM Screen:
Ezren's Arcana (E): 1d20 + 13 ⇒ (7) + 13 = 20
Fafrd's Nature (T): 1d20 + 10 ⇒ (18) + 10 = 28
Feiya's Occultism (E): 1d20 + 14 ⇒ (18) + 14 = 32
Maldlethu's Religion (E): 1d20 + 13 ⇒ (10) + 13 = 23
Seelah 's Religion (T): 1d20 + 8 ⇒ (7) + 8 = 15

You work together to take down the last worm, which was badly hurt.

✶✶✶

Now that you have a moment, you notice a glowing, purple crack in the ice walls…

The strange voice again emanates from it:

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

Everyone but Seelah and Siddartha know that this is a minor time rift associated with the Dimension of Time. Left unchecked, it will grow. This is a problem, as even minor time rifts are bad, and major rifts are surely a lot worse!

DC 22 Arcana, Nature, Occultism, Religion, or Thievery check:
You close the rift!

Failure:

Spoiler:
You tak3 3d6 ⇒ (6, 1, 4) = 11 mental damage.

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

Thievery(E): 1d20 + 14 ⇒ (12) + 14 = 26

Fafrd moves to the rift, pulls out his tools, and starts playing with it. Surprisingly, he closes it!


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

It must be MAGIC!

With the rift closed, you can report back to Janira. Where to next?


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

You heal up and refocus.

✶✶✶

Urwal appears from an adjoining corridor. He gestures. “I saw fire up ahead. Go investigate. Be careful. Be wise.”

After a few twists and turns, the stone corridor transitions into a massive red stone cave. The ceiling collapsed long ago, revealing the night sky, packed with stars, and letting snow and wind into the ruins.

Four large, four-armed warriors approaches in the snow. They are dressed in furs and leather armor, and armed with falchions and javelins. The female warrior that seems to be leading the party calls out to you. Fafrd recognizes these are Shobads.

"wì̃ ii chï̃d eeg ṣïï yì̃d’ wì̃ ṭawː aw̃ chï̃d kì̃yï ṣishni siil?"

She cocks her head and looks at you.

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

”Sorry, I don’t understand? You don’t happen to speak Taldane, or Skald?”


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

She looks at Fafrd and tries a different-sounding language.

le̊e̊ wha zyĩp iif kvů slem zle̊e̊ psi voo zyĩp pawuu lyi̊v khaw?

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 tries Elven and Vudrani, repeating the message in both languages.

We come in peace. We don't mean you any harm.

Sense Motive check to see if I can glean their intentions:

Perception to Sense Motive: 1d20 + 11 ⇒ (5) + 11 = 16


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

None of you know these languages.

Siddartha cannot get a read on their intentions but they aren’t attacking… yet. You will need to find some way to communicate.

If you don’t have language-enabling scrolls or abilities, you can attempt to communicate despite the language barrier with a successful DC 22 Deception, Diplomacy, Performance, or Society check. If you can find a way to speak their language I need one single DC 20 diplomacy check. Without that I need several checks using the above DC 22.

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.

Let's see if we can figure this out.

Society to Communicate: 1d20 + 8 ⇒ (20) + 8 = 28

OK, interesting time for that

We still come in peace and mean you no harm.


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

Siddartha makes progress. He can figure out that they also mean no harm. Through a series of attempts, he learns the words "search," "howl" and "ghost."

It seems they are investigating spooky happenings here.

2 successes. But they are still bemused about you. Meaning, you need more successes.


”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 watches the four armed people with interest and makes a great show of taking off her shield and sheathing her sword before approaching hands empty and weapons on the ground. She shows them her symbol of Iomedae in case they have the same deities, before slowly trying to express her name and the names of everyone else.

Diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26


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

Seelah makes some more progress. "Other times. Rifts."

Another success. I need more.

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

Just in case, Fafrd also tries draconic, jotun, and Thassalonian, to no avail.

Society: 1d20 + 10 ⇒ (6) + 10 = 16

Fafrd says, hands open, "WE... COME... IN.... PEACE. WE... MEAN... YOU... NO... HARM."

Horizon Hunters

Ezren steps up next to Seelah and Siddhartha, then attempts a bow worthy of any Varisian noble.

Society: 1d20 + 13 ⇒ (5) + 13 = 18


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

Harm?" Somehow they come to the conclusionn you're here to harm them. They seem insulted! Ezren's imitation of a noble only grate them more.

2 failures removes 2 successes, so you are back to only 1 success point.


”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
Fafrd the Grey Mouse wrote:

[dice=Thievery(E)]1d20+14

Fafrd moves to the rift, pulls out his tools, and starts playing with it. Surprisingly, he closes it!

When Fafrd reaches for his tools Feyia comments "This is a time rift, you can't close a time rift with a hammer!" she sighs loudly

"How did you do that? Are those some magical tools? It is like catching a fireball with a wet rag..."

When they meet shobhads she stays silent

"I tend to rub others the wrong way, so I will let Seelah speak."

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])

"Magic is universal," Maldlethu declares proudly before launching into a (slightly) subdued version of the same sermon his companions have already heard twice - pausing occasionally to make sure the strangers comprehend the wonders he is describing.

Diplomacy vs DC 22: 1d20 + 10 ⇒ (1) + 10 = 11 Oh no - Hero Point!
Diplomacy vs DC 22: 1d20 + 10 ⇒ (18) + 10 = 28


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

Actually I am running this wrong. I don't think the failures remove successes, it's just a race to whether you earn more insult or friendship points first. So that is 4 successes, 2 failures so far!

Maldlethu teaches the word "MACIG!! (italicized with an exclamation point) in common. MAGIC!!" In return, learns the Shobad words for "Cursed" and "place."

Need 2 more successes to bring this home.

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])

"Excellent! Now let's work on 'cantrip' and 'spell' and..."

Diplomacy vs DC 22: 1d20 + 10 ⇒ (20) + 10 = 30


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

That'll do it!

Maldlethu finds a shared commonality between the groups, establishing rudimentary communication with the leader, who is named Zaggarn.

Over the course of long minutes, the ancient elf determines that this band of shobhad hunters from the surface came to investigate strange occurrences in the ruins (howls, phantom voices, strange visions of other times, and time rifts).

Zaggarn's people consider this place cursed. They have only just arrived and are in the process of setting up camp to rest for the night.

Urwal finally arrives, and activates a magical Tongues spell. He converses quickly with Zaggarn, gesturing at you, her, and the surrounding area.

"Nicely done. I see that you were wise. I will sit with Zaggarn and converse more. Please, go and see Ashasar. I believe he found more planar anomalies." He sits down with the Shhobad leader.

Great work!! I'll move you on to the final encounter for this part a bit later today, to ensure everyone is caught up.


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

Onward!

GM Screen:
Fafrd's Perception (E): 1d20 + 12 ⇒ (6) + 12 = 18
Maldlethu's Perception (E): 1d20 + 13 ⇒ (1) + 13 = 14
Siddhartha's Perception (E): 1d20 + 11 ⇒ (3) + 11 = 14

Ezren, Detect Magic: 1d20 + 9 ⇒ (17) + 9 = 26
Fafrd, Search: 1d20 + 12 ⇒ (4) + 12 = 16
Feiya, Investigate: 1d20 + 10 ⇒ (3) + 10 = 13
Maldlethu, Detect Magic: 1d20 + 13 ⇒ (17) + 13 = 30
Seelah , Defend: 1d20 + 8 ⇒ (16) + 8 = 24
Siddhartha, Search: 1d20 + 11 ⇒ (19) + 11 = 30

1: 1d20 + 12 ⇒ (4) + 12 = 16
2: 1d20 + 12 ⇒ (16) + 12 = 28
3: 1d20 + 12 ⇒ (2) + 12 = 14

As instructed, you leave and find Ashasar. "You're here. Thank you." He gestures down a red stone hallway. “I’m detecting planar anomalies ahead. It might be the focus. Investigate please. I’ve a number of other anomalies to assess.” He takes out a notebook and heads off down a side passage.

You move along the hallway. It seems like the other end is only about 20 feet away, but it's taking longer than you thought to get there. Is it expanding as you move? Or are you slowing down? Soon enough, it feels like you're moving through molasses!

You hear hounds baying. Voices from everywhere and nowhere at once:

“They’re coming, run!”

“No! Hold onto me!

“Don’t let…”

No!”

None of you spot the trap. Time weighs upon Fafrd — literally! He takes bludgeoning: 4d8 + 14 ⇒ (4, 1, 4, 1) + 14 = 24 Fort: 1d20 + 11 ⇒ (5) + 11 = 16 24 bludgeoning damage! The time-dilation dissipates after leaving the ranger with some bruises, and you stumble into a stone chamber with tall red pillars.

There is a time rift hovering in the middle of this room. An insectile humanoid dressed in strange clothes leaps through the rift and into the room. They ignore you and sprint away! Art on slide 2 A second later, three metallic creatures clatter into the room through the rift. They shoot fire beams out of metal tubes, cutting the insect person down. The insect person is dead.

The metallic turn to you. “INTRUDER ALERT. INTRUDER ALERT. DEPART AT ONCE OR BE EXTERMINATED. EXTERMINATE. EXTERMINATE!”

✶✶✶
Future Foes Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Siddhartha (68/68 HP)
➤ Maldlethu (51/51 HP)
Metal Man 2 (-0 HP)
Ezren (53/53 HP)
Seelah (78/78 HP) │ Defendin'
Fafrd (50/74 HP)
Metal Man 1 (-0 HP)
Metal Man 3 (-0 HP)
Feiya (53/53 HP) │ 11 temp hp

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

DC 25 (Arcana, Crafting) on Metal Man:
This is a displaced Robot! They're weak to Electricity
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They can jolt all adjacent enemies with electricity damage every fre rounds

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.

Assuming the terrain description is left over from the last encounter

Since these are attacking with that strange fire at range, I don't think these will come to us.

◆ Stride forward in front of Metal Man #1

◆ Flurry of Blows

First Attack of Flurry of Blows on 1 : 1d20 + 14 ⇒ (2) + 14 = 16
Bludgeoning damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10

Second Attack of Flurry of Blows on 1 : 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17
Bludgeoning damage: 2d8 + 4 ⇒ (5, 3) + 4 = 12

◆ Cast Shield, brining AC to 25

Whiff, whiff

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])

Arcana vs DC 25: 1d20 + 11 ⇒ (3) + 11 = 14

“No! By the power of magic, you will fall!” Maldlethu’s voice echoes strangely as he brings his will to bear upon the leader of the metal men.

Recall Knowledge [A] and cast command on Metal Man 1 (fall prone, Will 21) [AA].


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

Will: 1d20 + 9 ⇒ (10) + 9 = 19

Maldlethu’s target makes ready to drop prone!

Arcs of electricity flash along the robot's arms, moving toward the fire-shooting tube. EXTERMINATE. ACTIVATING RANGED PROTOCOL.

Laser Bearm vs Fafrd: 1d20 + 15 ⇒ (19) + 15 = 34
Fire, Diverted power: 3d8 + 2 ⇒ (3, 3, 8) + 2 = 16 Doubles to 32 fire

Laser Bearm vs Fafrd: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18

The beam burns away the ranger's eyebrows. He is badly hurt after dealing with the burden of time on the way in. Luckily, the second beam just melts some nearby rocks.

✶✶✶
Future Foes 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!:
──────────
Siddhartha (68/68 HP)
Maldlethu (51/51 HP) │ Shield
Metal Man 2 (-0 HP) │ Power diverted to laser array
➤ Ezren (53/53 HP)
➤ Seelah (78/78 HP) │ Defendin'
➤ Fafrd (18/74 HP)
Metal Man 1 (-0 HP) │ Commanded to Fall (1st action on turn)
Metal Man 3 (-0 HP)
Feiya (53/53 HP) │ 11 temp hp

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

DC 25 (Arcana, Crafting) on Metal Man:
This is a displaced Robot! They're weak to Electricity
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They can jolt all adjacent enemies with electricity damage every fre rounds

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

"What the bloody hell!"
Fafrd starts by patching himself up.
battle medicine, assurance(medicine), DC20: 10 + 10 = 20 healing: 2d8 + 10 ⇒ (4, 5) + 10 = 19

He moves up next to Siddhartha, dripping blood the whole time, and quickdraws to attack #1
+1 Striking Rapier: 1d20 + 15 ⇒ (12) + 15 = 27 piercing: 2d6 + 3 ⇒ (4, 1) + 3 = 8 deadly: 1d8 ⇒ 7


”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 looks at teh metal men with a look of trepidation in her eyes. "Those lights are certainly very deadly. I wonder if they can't be deflected by reflective surfaces. I know I should have polishedd my shield more before this mission!"

She moves closer to the combat, setting up in a place where she can bear the brunt of these new things attacks and not hopefully burn her eyebrows off like Farfd did.

Once there she raises her shield and attacks the one emblazened with a 1 with her sword.

+1 striking Longsword: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 2d8 + 4 ⇒ (6, 2) + 4 = 12

Move, shield, attack

Horizon Hunters

Arcana: 1d20 + 13 ⇒ (2) + 13 = 15

Electricity, DC 21 Basic Reflex Save: 3d4 + 4 ⇒ (2, 2, 3) + 4 = 11

Knowledge check(A). Electric Arc(AA).


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

GM Screen:
1d4 ⇒ 2

1: 1d20 + 12 ⇒ (5) + 12 = 17
2: 1d20 + 12 ⇒ (20) + 12 = 32

Fafrd heals himself then strikes his target! Seeha raises her shield, moves in, and does likewise.

Ezren steps around the pillar and arcs two of the metal men. So no knowledge check used this round. One of them takes the blast full force, the other one hops up into the air, avoiding it altogether. However, he notices that the one hit seems weak to electricity!

Metal man 1 delays. They are intelligent

Metal man 3 moves around Seelah. EXTERMINATE! ACTIVATING MELEE PROTOCOL. Electricity leaps down from the laser cannon to the fist.

Punch Siddartha vs FF: 1d20 + 15 ⇒ (14) + 15 = 29
B, Electric: 2d8 + 6 + 1d8 ⇒ (3, 8) + 6 + (7) = 24 Reduced by 7 from Seelah

Seelah Ret. Strike: 1d20 + 14 ⇒ (5) + 14 = 19 Miss

Metal Man 1 drops prone as commanded. It judders on the ground, building up a charge that makes your hair stand on end. EXTERMINATE! ACTIVATING JOLTING ARC SUBROUTINE. It releases a burst of lightning that zaps Seelah, Fafrd, and Siddartha!

DC 19 Basic Reflex vs Electricity: 6d6 ⇒ (3, 5, 5, 4, 3, 1) = 21

✶✶✶
Future Foes Round 1-2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Siddhartha: DC 19 Basic ref vs 21 Electric
Seelah: DC 19 Basic ref vs 21 Electric
Fafrd: DC 19 Basic ref vs 21 Electric

──────────
BOLD IS UP!:
──────────
➤ Siddhartha (51/68 HP) │ Shield
➤ Maldlethu (51/51 HP)
Metal Man 2 (-0 HP) │ Power diverted to laser array
Ezren (53/53 HP)
Seelah (78/78 HP) │ Defendin,' Reaction used
Fafrd (37/74 HP)
Metal Man 3 (-0 HP) │ Power diverted to melee array
Metal Man 1 (-36 HP) │ Prone, AOE recharging (0)
➤ Feiya (53/53 HP) │ 11 temp hp

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

DC 25 (Arcana, Crafting) on Metal Man:
This is a displaced Robot! They're weak to Electricity
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They can jolt all adjacent enemies with electricity damage every fre rounds


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

My robot cannot Delay per the spell. Less than ideal for my baddies but I'm not retconning my whole turn above. Instead I am retroactively rolling the ref save for #3, and correcting init order. Metal Man one stupidly hits its ally in the AOE burst after falling, then the ally goes around to punch Siddartha.

Ref: 1d20 + 12 ⇒ (4) + 12 = 16

ZAP!

✶✶✶
Future Foes Round 1-2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Siddhartha: DC 19 Basic ref vs 21 Electric
Seelah: DC 19 Basic ref vs 21 Electric
Fafrd: DC 19 Basic ref vs 21 Electric

──────────
BOLD IS UP!:
──────────
➤ Siddhartha (51/68 HP) │ Shield
➤ Maldlethu (51/51 HP)
Metal Man 2 (-0 HP) │ Power diverted to laser array
Ezren (53/53 HP)
Seelah (78/78 HP) │ Defendin,' Reaction used
Fafrd (37/74 HP)
Metal Man 1 (-36 HP) │ Prone, AOE recharging (0)
Metal Man 3 (-26 HP) │ Power diverted to melee array
➤ Feiya (53/53 HP) │ 11 temp hp

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

DC 25 (Arcana, Crafting) on Metal Man:
This is a displaced Robot! They're weak to Electricity
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They can jolt all adjacent enemies with electricity damage every fre rounds


”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

Reflex save: 1d20 + 8 ⇒ (20) + 8 = 28

Seelah, expecting something like this given the straight forward and easy to understand speaking pattern of these really advanced clockwork things, nearly dodges the bolt of electricity completely. "Hah! You'll have to do better than that!"


”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 runs towards the odd armored creatures "You don't want to talk, fine! I can play that game as well"

She stops next to the wounded creature and magic begins to flow through her body, she reaches with her hands to the sides as she begins to make odd sounds, then she spits out a cloud of centipedes, bugs and wasps

Vomit Swarm@Metal man 1 and 2: 2d8 ⇒ (8, 6) = 14 Basic reflex save DC21

Move and cast Vomit swarm

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])

Magic is in all things - even these technological creatures - and all things are in magic…” Maldlethu begins once more.

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

Casting daze on #1 [AA] and Interact to retrieve scroll of heal [A].

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.

Reflex Save vs DC 19: 1d20 + 13 ⇒ (8) + 13 = 21

◆ Stride around to flank #1 with Fafrd (and get himself out of the flank)

◆ Flurry of Blows

First Attack of Flurry of Blows on 1: 1d20 + 14 ⇒ (7) + 14 = 21
Bludgeoning damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9

Second Attack of Flurry of Blows on 1: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20
Bludgeoning damage: 2d8 + 4 ⇒ (6, 8) + 4 = 18

These look like they might be some form of Construct?

◆ Knowledge check on these odd Metal Men

Crafting Check: 1d20 + 8 ⇒ (16) + 8 = 24

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 dc19: 1d20 + 14 ⇒ (7) + 14 = 21

”Ow! Anyone got some healing?”


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

Ref 1: 1d20 + 12 ⇒ (6) + 12 = 18
Ref 2: 1d20 + 12 ⇒ (18) + 12 = 30

Seehah dodges the blast! Fafrd and Siddartha fare less well, but also avoid the worst off it. 10 damage each

The metal man just stands there when Maldlethu tries to daze it. It seems that the creature is immune to Nonlethal. Feiya vomits a swarm, corroding metal!

#1 falls to pieces under Siddartha's repeated blows. He fails to ID these strange metal men. But they fall apart when punched. So that's good.

Metal man 2 targets Seelah. EXTERMINATE ACTIVATING MELEE PROTOCOL!.

Once again circuitry flashes and lightning leaps down from the laser to the fist as it charges up!

Punch Seelah: 1d20 + 15 ⇒ (16) + 15 = 31
Bludgeoning, Electricity: 2d6 + 6 + 1d8 ⇒ (3, 6) + 6 + (2) = 17
More Punch Seelah: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22

The champion, having protected her friend, cannot block the damage.

✶✶✶
Future Foes Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
Siddhartha (51/68 HP) │ Shield
Maldlethu (51/51 HP)
Metal Man 2 (-7 HP) │ Power diverted to melee array
➤ Ezren (53/53 HP)
➤ Seelah (61/78 HP)
➤ Fafrd (27/74 HP)
Metal Man 3 (-26 HP) │ Power diverted to melee array
Feiya (53/53 HP) │ 11 temp hp

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

DC 25 (Arcana, Crafting) on Metal Man:
This is a displaced Robot! They're weak to Electricity
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
Spoiler:
They can jolt all adjacent enemies with electricity damage every fre rounds

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, blood dripping everywhere, skin and hair smoldering from electrical burns, targets #3 as his prey.

He quickly draws his hammer and strikes!

+1 Striking light hammer: 1d20 + 15 ⇒ (9) + 15 = 24 bludgeoning: 2d6 + 3 ⇒ (3, 6) + 3 = 12

He then performs a twin-takedown with rapier and hammer.
+1 Striking Rapier, flurry: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18 piercing: 2d6 + 3 ⇒ (1, 1) + 3 = 5 deadly: 1d8 ⇒ 2
+1 Striking light hammer, flurry: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13 bludgeoning: 2d6 + 3 ⇒ (4, 5) + 3 = 12

The lack of blood in his body (and the preponderance of blood pooling on the ground) throws off his aim.

Could really use some healing here...


”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

I can Soothe (lvl 2) + life boost => 2d10+8 and fast healing 6 for 4 rounds, if we want to preserve the scroll. But I think we have a lot of them

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