GM Tyranius (PF2) NostalgiaCon Fate in the Future (Inactive)

Game Master Tyranius

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Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Unfurling her scroll of haste, she reads the spidery language of magic written on the scroll. Arastia-disp-lasr as she reads the words, they light up with a bit of fire until, after the last letter is pronounced, the scroll dissipates in a buff of smoke. The magical energy focus on Gortek, helping him to be a bit faster.

Haste: Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.

Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

Reflex Save: 1d20 + 12 ⇒ (19) + 12 = 31

Amarië will attempt to close the portal.

Arcana to close rift: 1d20 + 13 ⇒ (9) + 13 = 22

Reroll Arcana to close rift: 1d20 + 13 ⇒ (5) + 13 = 18
Grrrr

"My magic doesn't seem to want to align with this to stop it - I will keep trying!"

Horizon Hunters

| HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |

Reflex (Bulwark) 1: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24 (9)
Reflex (Bulwark) 2: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31 (0)

Barad is singed by the first arc of electricity but his armor helps him shrug off the second. He then attempts to (◆) Strike at the green robot he flanks with Amarie:

+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (5) + 16 = 21 vs. Flat-Footed
Magical Slashing Damage: 2d12 + 4 ⇒ (2, 6) + 4 = 12
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

And again, another (◆) Strike:

+1 Striking Cold Iron Greatsword: 1d20 + 16 - 5 ⇒ (5) + 16 - 5 = 16 vs. Flat-Footed
Magical Slashing Damage: 2d12 + 4 ⇒ (12, 1) + 4 = 17

~~~~~

Should an Attack of Opportunity (↺) arise:
+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (17) + 16 = 33
Magical Slashing Damage: 2d12 + 4 ⇒ (4, 3) + 4 = 11
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

"We'll keep you covered, my lady. Keep at it!"

Horizon Hunters

Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

Gortek tries to avoid the worst of the damage from the two jolting arcs, via a swift reaction and hoping that his full plate armor will offer some protection:
1st DC 19 Basic Reflex vs Jolting Arc with 18 DMG: 1d20 + 10 + 3 ⇒ (5) + 10 + 3 = 18
Failed!

2nd DC 19 Basic Reflex vs Jolting Arc with 24 DMG: 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24
Success!

Horizon Hunters

Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

Forgot to include the -1 penalty from the clumsy condition, but it doesn’t change the results.

Vigilant Seal

LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

The reaction should have activated from the effect
reflex: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

strike against green: 1d20 + 15 ⇒ (10) + 15 = 25
2d8 + 4 ⇒ (1, 7) + 4 = 12

strike 2 against green: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17
2d8 + 4 ⇒ (4, 1) + 4 = 9

Coptidel tries to evade the electricity and continues to attack those strange constructs.

champion reaction:
strike: 1d20 + 15 ⇒ (8) + 15 = 23
2d8 + 4 ⇒ (4, 2) + 4 = 10

Horizon Hunters

Male NG male half orc Druid 5 / Magic Warrior HP 58/58 | AC 23 | F +11 R +11 W +13 | Perc +13 | Stealth +9 | 25ft | focus 2/2 | spells 1st: 3/3 ; 2nd: 3/3 ; 3rd: 2/2 | Active Conditions: ---

Frogger continues to blast the furthest robot from him - green.

"Such an abomination! A creature made of metal. What will they think of next?". He laughs as more icicles form and blast the robot.

◆◆ Ray of Frost

Ray of Frost: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 3d4 + 4 ⇒ (3, 2, 2) + 4 = 11

But he just manages to chill the room a bit more.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

“We’ve sealed the time rift! Excellent work, Pathfinders!”

Table GMs, the Time Rift Sealed condition is now in effect.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Time Rift Sealed: The party is filled with residual temporal energy from the time rift. During the next encounter, they are quickened 1.

@Coptidel- Indeed it would, I was just waiting for saving throws to see who best to block some of the damage to.

The group fairs well as the lightning mainly scatters across the ground. Coptidel uses his blade as a sort of conduit for the lightning, absorbing a small bit that would have injured Gortex as his blade bounces off of the robot. Resistance 8 on Gortex for Champion Reaction and the attack misses. Coptidel rears back for a second strike and leaves a small dent into the robot's arm.

Frogger's ray streaks across the backwall and through the rift as Amarië begins to close the rift with a bit of magic. Unfortunately it gets out of her control and rips out of her grasp with a bit of mental feedback.

Amarië Mental Damage: 3d6 ⇒ (3, 4, 2) = 9

Bypassing the rifts strange sensation Avonatha burns her scroll as the magic within hastens Gortek.

★★★
Future Foes! Round 2

Party Conditions: Slowed 1
Battlemap

──────────
BOLD: GO!:
──────────
Robot (Red) (-9 HP)
Robot (Green) (-30 HP)
Coptidel (69/78 HP)Heal 1HP/min
Frogger (58/58 HP)
⠀⠀Piney (48/48 HP)
➤ Gortek (60/100 HP)Haste
Amarië (21/36 HP)Mage Armor +1
Avonatha (46/46 HP)Mage Armor +1
Barad (38/73 HP)Heal 1HP/min

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Time Rift (Any Magical Tradition or Thievery to close) :
Everyone is Slowed 1

Horizon Hunters

Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

Feeling quickened now that he received the magical effect from the Haste scroll from Avonatha, Gortek steps to flank Red and gets into a frenzy rage.

He then unleashes this rage with his DHA strike against Red (FF).

+1 Striking Cold Iron Dwarven War Axe, Flat footed : 1d20 + 17 ⇒ (8) + 17 = 25

Rage Magical Slashing Damage: 2d12 + 10 ⇒ (8, 2) + 10 = 20

(◆) Step
(◆) Rage
(◆) Strike (DHA)

Should an Attack of Opportunity (↺) arise:

+1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 ⇒ (6) + 17 = 23

Rage Magical Slashing Damage: 2d8 + 10 ⇒ (8, 8) + 10 = 26

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Gortek's axe rips through one of the robot's arms. The heavy alloy clangs to the ground with a dull scraping sound. The pair of robots raise their lasers and fir back at Barad and Gortek from point blank range, uncaring that the pair continue to strike back, opening the side and chest panels of the robots. AoO Crit from Barad and Hit from Gortek.

Red Laser vs Gortek AC 23: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 3d8 + 2 ⇒ (1, 7, 2) + 2 = 12

Green Laser vs Barad AC 23: 1d20 + 15 ⇒ (3) + 15 = 18

Gortek feels the searing burn run through his shoulder, but he manages to hold of the pain in a small fit of rage.

★★★
Future Foes! Round 3

Party Conditions: Slowed 1
Battlemap

──────────
BOLD: GO!:
──────────
Robot (Red) (-45 HP)
Robot (Green) (-47 HP)
➤ Coptidel (69/78 HP)Heal 1HP/min
➤ Frogger (58/58 HP)
⠀⠀➤ Piney (48/48 HP)
➤ Gortek (58/100 HP)Haste
➤ Amarië (21/36 HP)Mage Armor +1
➤ Avonatha (46/46 HP)Mage Armor +1
➤ Barad (38/73 HP)Heal 1HP/min

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Time Rift (Any Magical Tradition or Thievery to close) :
Everyone is Slowed 1

Horizon Hunters

| HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

Gritting her teeth, Amarië will again try to keep her focus, and close the rift.

Arcana to close rift: 1d20 + 13 ⇒ (20) + 13 = 33 Crit! Yay!

Watching the rift opening, Amarië is able to focus onto the rift, centering her mind and blocking out the fighting surrounding her. "The light flows in, the light flows out. The light flows in, the light flows out."

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Feeling the ebb and flow of the rift Amarië pulls it back shut for good. The room's pressure seems to pop with a dizzying feeling before quickly returning to normal.

As the time rift closes, four crates of equipment and basic supplies are displaced in time, coming to land in the chamber. The gear inside is clearly futuristic, though the time it comes from is a mystery. The crates are labelled “Property of the Starfinder Society,” and they disappear soon after, along with their strange equipment.

Everyone is still slowed for this round except for Avonatha and Barad who will not be slowed due to the time rift closing. Closing the rift actually earns the success! Though you still have the robots to deal with.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Venture-Captain Armeline Jirneau gathers the Pathfinders in the remains of a shattered chamber, beneath a starry night sky. “Congratulations on making it this far! You’ve all earned a break. Let’s set up camp. We’ll pick up the focus’s trail tomorrow.”

Before the Pathfinders scatter, Urwal interjects. “Look at the stars. Take it in. You’ll never see a sky like this again. The stars tell us we’re on Akiton, fourth planet from the sun.” He points at a blue dot in the distance. “That’s Golarion. Savor the sky. It’s breathtaking.”

-----

After a night’s rest, Venture-Captain Jirneau gathers the Pathfinders together once more, just as Ashasar and a team of scouts stride into camp. “We’ve found the focus. It’s beyond a time rift far stronger than any we’ve yet encountered.”

“You heard him!” Armeline shouts. “We’ve got some reality to repair. Let’s move.”

Table GMs, please begin Event #1

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You make quick work of the remaining damaged robots, earning yourselves some well-deserved rest as Pathfinders from all around gather to bandage their wounds.

Don't forget you have rested for the night and this is now a new day. If you have any daily preparation / spells please post them on your next post.

Dozens of jagged tears in reality cut through the terrain, forming a glowing purple barrier that blocks further passage. Howls, snarls, and voices displaced through time issue from the rifts, and movement is visible within. Ashasar and Venture- Captain Armeline Jirneau spread the Pathfinders out, then reach out with hands, magic, and mind. “Now! Seal the rift!”

You must work together to seal the rift. Each of you can attempt one of the skill checks below.

  • Arcana- To wield magical forces
  • Diplomacy- Encourage fellow Pathfinders to greater heights
  • Nature- To control primal magic
  • Occultism- To understand the nature of the time rift and the Dimension of Time
  • Performance-To emulate other skilled Pathfinders
  • Religion-To call upon the blessing of a Deity
  • Survival- Find supplemental components to help close the rift
  • Thievery- Detect weakness in the rift's defenses
  • Lore skill- As long as it makes sense.

    ★★★
    The Time Rift! Round 1

    Battlemap

    ──────────
    BOLD: GO!:
    ──────────
    ➤ Coptidel (78/78 HP)Heal 1HP/min
    ➤ Frogger (58/58 HP)
    ⠀⠀➤ Piney (48/48 HP)
    ➤ Gortek (100/100 HP)
    ➤ Amarië (36/36 HP)Mage Armor +1
    ➤ Avonatha (46/46 HP)Mage Armor +1
    ➤ Barad (73/73 HP)Heal 1HP/min

  • Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    **HOUSE GM ANNOUNCEMENT**

    “Pathfinders, we’ve discovered a lost cache. Supplies incoming!”

    Came in just under the wire :) Table GMs, the Supplies Discovered condition is now in effect.

    Vigilant Seal

    NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

    In the morning, she prepares her usual spells and uses her wand to cast mage armor on herself.

    Seeing that she is needed, she begins to attempt to channel the arcane magic of the portal to help close it.

    She knows that she is strong in the magic. She knows that her friends and the Pathfinders are counting on her and her skill. She takes a deep breath, pauses and begins to chant.
    rom darkness to darkness / My voice echoes in the emptiness. From this world to the next / My voice cries with life. From darkness to darkness I shout / Beneath my feet all is made firm. . Time that flows / Hold in your course. T Because by fate even the gods are cast down / Weep ye all with me.
    1d20 + 13 ⇒ (16) + 13 = 29 know arcana

    Horizon Hunters

    | HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |

    Grateful for the night of restful sleep, Barad consumes the second of the Moderate Antiplagues they obtained before the mission's start.

    Knowing he has not the skills to work on the rift directly, he nonetheless tries to be encouraging. "I know you can do this. Your magical strength has never faltered!"

    Diplomacy: 1d20 + 13 ⇒ (7) + 13 = 20
    (If I wasn't holding my last HP in case someone needs saving from a critical failure, I'd consider using it there. Ah well.)

    Vigilant Seal

    LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

    Coptidel clasps his hands. "You can do this!"

    diplo: 1d20 + 14 ⇒ (3) + 14 = 17

    hero point: 1d20 + 14 ⇒ (5) + 14 = 19

    Horizon Hunters

    Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

    Gortek takes his Shining Wayfinder and holds it above his head, asking for divine guidance.
    Impressed by the determination of Avonatha, Gortek kneels down and calls upon the blessing of Angradd to help her.

    Gortek's Religion (T): 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30

    (◆) Aid Avonatha via Religion check (with guidance)

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Alright, now we are all back from that strange outage. :P

    @Gortek- Normally you would use the same skill you are looking to aid. In this case though it ends up being roughly the same result from you two. A crit success and success.

    The Pathfinders don't seem to hear Coptidel as the dull roaring sound from the rift drowns out his voice. Failure. Avonatha's chant causes the rift to shimmer and shudder as it slowly begins to collapse in on itself. Success.

    Seeing Coptidel having a little trouble Barad joins hima nd together they are able to get some more Pathfinders helping out. Success. Gortek's shining wayfinder on the other hand seems to offer the guidance necessary as his blessing gives those around him renewed hope and purpose. Crit Success.

    Rift Points +4

    Frogger and Amarië are up. Everyone please give me a Fort save and a second check behind a spoiler with your roleplay to shift this along a little faster. You can use the same skill if you want.

    Vigilant Seal

    NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

    Sensing, more than seeing Amarie's help in closing the portal, she almost smiles, almost. Avonatha knows that even the smallest distraction in casting a spell can be deadly not only for herself but for others. It is even more difficult not to smile with Gortek's with encouragement. She calms herself. She feels the magic once again well up within her like a song and she continues trying to close the portal.

    Arcana check:
    1d20 + 13 ⇒ (14) + 13 = 27

    Fort:
    1d20 + 9 ⇒ (17) + 9 = 26

    Vigilant Seal

    LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

    We can do it! Shouts louder Coptidel.

    diplo: 1d20 + 14 ⇒ (9) + 14 = 23

    fort: 1d20 + 12 ⇒ (8) + 12 = 20

    Horizon Hunters

    | HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |

    Barad strains against the energies spilling from the rift...

    Dice:
    Fortitude Save: 1d20 + 12 ⇒ (1) + 12 = 13
    *sigh* farewell final hero point ><
    Fortitude Save: 1d20 + 12 ⇒ (10) + 12 = 22

    As he continues to shout encouragements to the others!

    More Dice:
    Diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33
    (at least that worked out...)

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Botting Frogger and Amarië.

    Frogger's Nature (E): 1d20 + 13 ⇒ (12) + 13 = 25
    Amarië's Arcana (E): 1d20 + 13 ⇒ (14) + 13 = 27

    Frogger and Amarië weave together primal and arcane forces begin rapidly closing the portal when suddenly the portal lashes back as a blast of frigid air bursts out of the small opening remaining.

    Cold Damage to All: 3d8 ⇒ (5, 6, 8) = 19 DC 20 Basic Fort Save.

    Coptidel and Barad shout above the blast of air as he manages to gather a few more Pathfinders, realizing that this rift is on the verge of shutting. Avonatha strains herself mentally as the two edges of the rift begin to touch.

    Rift Points +10

    ★★★
    The Time Rift! Round 2

    Battlemap

    ──────────
    BEFORE YOUR TURN:
    ──────────
    Frogger: DC 20 Basic Fort save vs Cold Damage
    Piney: DC 20 Basic Fort save vs Cold Damage
    Gortek: DC 20 Basic Fort save vs Cold Damage
    Amarië: DC 20 Basic Fort save vs Cold Damage

    ──────────
    BOLD: GO!:
    ──────────
    Coptidel (69/78 HP)Heal 1HP/min
    ➤ Frogger (58/58 HP)
    ⠀⠀➤ Piney (48/48 HP)
    ➤ Gortek (100/100 HP)
    ➤ Amarië (36/36 HP)Mage Armor +1
    Avonatha (37/46 HP)Mage Armor +1
    Barad (64/73 HP)Heal 1HP/min

    Horizon Hunters

    Male NG male half orc Druid 5 / Magic Warrior HP 58/58 | AC 23 | F +11 R +11 W +13 | Perc +13 | Stealth +9 | 25ft | focus 2/2 | spells 1st: 3/3 ; 2nd: 3/3 ; 3rd: 2/2 | Active Conditions: ---

    Thanks for the bot!

    Basic Fortitude, Frogger: 1d20 + 11 ⇒ (17) + 11 = 28
    Basic Fortitude, Piney: 1d20 + 9 ⇒ (7) + 9 = 16

    Survival (E): 1d20 + 13 ⇒ (16) + 13 = 29

    Frogger searches around to find anything useful that will help close the rift. "Let's see what I can find!"

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    **HOUSE GM ANNOUNCEMENT**

    With a flash of light, the time rift vanishes, revealing a snowy expanse. Armeline orders, “You’ve done it! We’ve sealed the time rift. Close in on the focus!”

    Table GMs, please begin Event #2

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    As the time rift shatters, reality rights itself, revealing the focus—a fully dressed, towering draconic being bent over a metal and glass sarcophagus. The dragon turns, brandishing a strange tool. “Get back, you blasted dogs! Wait... You’re not the hounds.” The dragon taps her snout, thinking hard, then shakes her head. “You seem familiar. But if we’ve met, I can’t recall. The longer I’m away from home, the more jumbled my memories become. I can barely remember my name! It’s Heraxia, by the way. Who are you?” Her voice sounds familiar as if it was the voice sounding distorted in time among several rooms you went through.

    Vigilant Seal

    NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

    [spoiler=draconic) Greetings noble one, I am Avonathalanthalasa Caldon, emissary from the elven land of Kyonin. My companions and I are Pathfinders from Golarion. It is a pleasure to meet you[/spoiler]

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Heraxia seems overtly confused. "You are the voices I have heard. Though I don't know when..." She thinks for a moment. "This is the past? Or the future? I came from Triaxus where my bonded mate Felise was with me. We went on lots of adventures..." Her draconic features scrunch in pain as she tries to remember any of them and fails. "Other worlds, planes, and eventually other times it seems."

    "Our travels through temporal byways attracted the attention of dangerous beasts, particularly strange bug-eyed hounds that hunted them. We ran and were separated. Felise was shunted back to our original time and I am stranded here." She stammers in sadness. "I can hear Felise empathically, though only for a few seconds."

    "In the years since our separation we have employed numerous artifacts, magical rituals, and experimental technology to try to bring me back to my time. All have failed. That is until we came across the Eternity Arch in both of our timelines. Though the arch was originally intended for psychic transference across time, I found a damaged stasis pod transplanted here from another time. Once repaired, it should serve as the perfect vessel for me to travel through the Eternity Arch and back home."

    She quickly begins to explain. "I suspect once I am returned to my time the Eternity Arch should return to dormancy, allowing this Maze of the Open Road to function normal once more." SHe flushes with embarrassment. "I could use a little aid."

    Aid Mission 1 (Repairs):

    Heraxia gestures at the metal and glass sarcophagus. “This is a stasis pod—a box that keeps whoever’s inside alive despite the passage of time. It’s pretty damaged, and I could use a hand repairing it.”

    Each of you may attempt two of the skill checks (Crafting, Appropriate Lore, Arcana, Medicine, or Thievery)

    Aid Mission 2 (Transport):

    Heraxia points at the metal and glass sarcophagus. “We need to move this stasis pod to a location near the Eternity Arch. Somewhere close but isolated. The oval-shaped chamber at the back of the area should work. Lift on three! ”

    Each of you may attempt two of the skill checks (Acrobatics, Athletics, CRafting, Survival or Applicable Lore)

    Aid Mission 3 (Defense):

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

    Each of you may attempt two of the skill checks (Nature, Stealth, Survival, Athletics, CRafting, or applicable Lore check)

    Horizon Hunters

    | HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

    Fort Save: 1d20 + 7 ⇒ (11) + 7 = 18 So, take 19 cold damage

    Amarië shivers from the cold as the dragon comes into focus for the group. Not speaking draconic, she introduces herself in common.
    "Hello fair traveler. I am Amarië Berth- na lór, and I, as well as my companions, are known as Pathfinders. We are here to do what we can to try and help, and since you seem to be quite flustered, what is it that we could do?"

    Vigilant Seal

    NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

    We are doing all 3 missions or is it a pick and chose?

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Go ahead and roll for all three.

    Horizon Hunters

    | HP 73/73 | AC 23; w/shield 24 | Fort +12(E); Ref +9(E)*; Will +9(E)*; | Perception: +9(E); Low-light Vision | Hero Points: 0| NG Male Human (Aasimar) Fighter (Linguist) 5 | Active Effects: Read Lips, Blessed Blood, Light (wayfinder) |

    -9 hp from the rift.

    If time permits, Barad will drink a potion to quickly recover from the cold, and suggest Amarie and the others do the same if the group is being forced to quickly move from the rift to helping Heraxia, who he will also greet in draconic before moving to help.

    Mission 1:
    Barad is confused at the alien terminology, but one he's clued in that the device will help sustain living beings, he at least has an idea on how to affect repairs:

    Medicine: 1d20 + 7 ⇒ (9) + 7 = 16
    Medicine: 1d20 + 7 ⇒ (4) + 7 = 11

    Mission 2:
    When the time comes for heavy lifting, however, Barad is front-and-center to bear whatever burdens he can shoulder for the others:

    Athletics: 1d20 + 13 ⇒ (16) + 13 = 29
    Athletics: 1d20 + 13 ⇒ (5) + 13 = 18

    Mission 3:
    Following the Venture-Captain's orders, Barad also works to set up a defensive perimeter, moving heavy objects to choke-points and so forth:

    Athletics: 1d20 + 13 ⇒ (15) + 13 = 28
    Athletics: 1d20 + 13 ⇒ (15) + 13 = 28
    (If Lore skills are encouraged vs. other skills, Barad can have his expert hireling André Vivèc do Scouting Lore at a +9...so the same as above just -4, each)

    ---

    All - As I am reminded of my dearth of hero points, I noticed that we all have an "aid skill or attack +2" that I don't think anybody has used yet. Wanted to call attention to it, just in case. By that same token, I think we'd all have used our +2 Fort on that last save, or earlier in the adventure...wouldn't have changed my results, though, lol.

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Indeed you did all use your +2 to Fort Save against that chilling blast on the rift.

    Horizon Hunters

    | HP 36/36 | AC 20/21(mage armor) | Fort +7(T); Ref +12(E); Will +10(E); | Perception: +8(T); Low-light Vision; Darkvision | Hero Points: 0/3 | CG Female Elf (Aasimar) Wizard 5 | Active Effects: none |

    Did you include the +2 in the DC, if not, Amarië would have reached a 20, which means she would have only taken 9 damage.

    If able, Amarië would take Barad's advice and down a lesser healing potion to help her warm back up before moving to help.

    Mission 1:
    Looking at the sarcophagus, Amarië looks for auras of the magic that must be there helping keep it together for as long as it has been.

    Arcana +13(E): 1d20 + 13 ⇒ (5) + 13 = 18
    Arcana +13(E): 1d20 + 13 ⇒ (13) + 13 = 26

    Mission 2:
    Not having the strength to push the sarcophagus into place, Amarië will help to guide it around any bumps in the ground that could cause more damages, quickly navigating it when she sees them.

    Acrobatics +10(T): 1d20 + 10 ⇒ (8) + 10 = 18
    Acrobatics +10(T): 1d20 + 10 ⇒ (10) + 10 = 20

    Mission 3:
    Amarië will then quietly walk the perimeter of the room, watching for dangers that she can point out to those more capable of setting up ways to stop them.

    Stealth +10(T): 1d20 + 10 ⇒ (14) + 10 = 24
    Stealth +10(T): 1d20 + 10 ⇒ (10) + 10 = 20

    Vigilant Seal

    NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

    Mission I
    1d20 + 13 ⇒ (4) + 13 = 17 arcana
    1d20 + 13 ⇒ (17) + 13 = 30 arcana

    Mission II
    1d20 + 13 ⇒ (12) + 13 = 25 crafting
    1d20 + 13 ⇒ (12) + 13 = 25 Crafting

    Mission III
    1d20 + 13 ⇒ (8) + 13 = 21 crafting
    1d20 + 13 ⇒ (14) + 13 = 27 crafting

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    It was not included in the DC but will readjust once all of the rolls are in.

    Vigilant Seal

    LG (Mâle) Elf (Ice) Champion (pal) 6 | HP 78/78 | AC 25| Cold:2 Elec:1 Harm:5 Evil:3| F + 12 R +9 W +12 ;+2 reflex against damage| Perc +12 | Stealth +9 | 25 ft | focus 1/1 | Active Conditions: ---

    Coptidel will let's his hireling do what he can. Note, i know that there is no modifier on a hireling but the hireling has quick repair.

    mission 1
    crafting: 1d20 + 10 ⇒ (1) + 10 = 11
    crafting: 1d20 + 10 ⇒ (20) + 10 = 30

    Misssion 2 Coptidel is a very strong elf, he put down his steel shield, Composite longbow, his longsword and his backpack. He activates his lifting belt. (Also has hefty hauler)

    Athletics: 1d20 + 13 ⇒ (12) + 13 = 25
    Athletics: 1d20 + 13 ⇒ (11) + 13 = 24

    Mission three Coptidel use the experience of his youth in his tribe to servey for danger.

    crafting: 1d20 + 10 ⇒ (15) + 10 = 25
    crafting: 1d20 + 10 ⇒ (6) + 10 = 16

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Gortek and Frogger are up. You still with us?

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    Gortek Fort DC 20: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33

    You have time to drink a potion Barad.

    While the group works on doing slight repairs, you are overall a bit confused by the futuristic and alien design that this is going to take some time. Meanwhile as you give it a few moments Amarië helps guide the transport around narrow points as you pivot it closer to the Arch while Coptidel, Avonatha and Barad maintain wary eyes for these hounds Heraxia spoke of.

    You currently have the following totals:
    Repairs 4
    Transport 6
    Defense 7

    This is enough to earn a success in both Transport and Defense. You still have a little ways to go on Repairing the Capsule. Let's see if Frogger and Gortek can pull us through on that mission.

    Player Status:

    Coptidel (69/78 HP)Heal 1HP/min
    Frogger (58/58 HP)
    ⠀⠀Piney (29/48 HP)
    Gortek (100/100 HP)
    Amarië (27/36 HP)Mage Armor +1
    Avonatha (37/46 HP)Mage Armor +1
    Barad (73/73 HP)Heal 1HP/min

    Horizon Hunters

    Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

    Gortek follows the lead of Barad and tries to repair the glass and metal coffin:

    Gortek's Crafting (T): 1d20 + 8 ⇒ (3) + 8 = 11
    Gortek's Crafting (T): 1d20 + 8 ⇒ (13) + 8 = 21

    Horizon Hunters

    Dwarf M HP 52/100 | AC 24 (23 if rage) Fire:3 | F + 14 R +10(-1) W +13 (Bravery) | Perc +13 Darkvision | 20 ft | Hero Points 1/3 | Active Conditions: Clumsy 1

    Do I need to roll for the two other missions?

    Vigilant Seal

    NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

    I think that we have to roll for all 3

    Dark Archive

    1 person marked this as a favorite.
    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★
    Wysiwygg Gortek wrote:
    Do I need to roll for the two other missions?

    No need to roll on Transport and Defense as they have been completed. If nothing from Frogger by tomorrow then I will bot him.

    Grand Lodge

    Rusthenge || 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.

    Horizon Hunters

    Male NG male half orc Druid 5 / Magic Warrior HP 58/58 | AC 23 | F +11 R +11 W +13 | Perc +13 | Stealth +9 | 25ft | focus 2/2 | spells 1st: 3/3 ; 2nd: 3/3 ; 3rd: 2/2 | Active Conditions: ---

    Mission 1:

    Medicine: 1d20 + 11 ⇒ (14) + 11 = 25
    Medicine: 1d20 + 11 ⇒ (7) + 11 = 18

    Mission 2:

    Survival: 1d20 + 13 ⇒ (11) + 13 = 24
    Survival: 1d20 + 13 ⇒ (18) + 13 = 31

    Mission 3:

    Nature: 1d20 + 13 ⇒ (11) + 13 = 24
    Nature: 1d20 + 13 ⇒ (16) + 13 = 29

    Frogger does his best to help out!

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    With several barricades constructed Frogger and Gortek and able to take a look at the stasis pod and manage to barely get it operational enough for use. It should survive the one trip journey but no more.

    Repair success! You have succeeded at all of the aid missions. Now we wait for the House GM post likely this evening to push onward.

    Grand Lodge

    Rusthenge || 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.

    Dark Archive

    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    “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. “Help them!” Janira shouts. “Hurry!”

    A host of constantly shifting entities makes its way towards the Eternity Arch from throughout the chamber. These incomprehensible creatures are the temporal echoes from the past and future that converge to stop Heraxia’s tinkering with time.

    Due to your bonuses from Part 2 you are Quickened 1 and the enemy is FF for 1 round.

    Init:

    Frogger, Detect Magic: 1d20 + 15 ⇒ (3) + 15 = 18
    Coptidel, Scout: 1d20 + 14 ⇒ (14) + 14 = 28
    Avonatha, Detect Magic: 1d20 + 12 ⇒ (2) + 12 = 14
    Gortek, Search: 1d20 + 15 ⇒ (5) + 15 = 20
    Barad, Defend: 1d20 + 11 ⇒ (12) + 11 = 23
    Amarië, Detect Magic: 1d20 + 10 ⇒ (15) + 10 = 25
    Echoes: 1d20 + 10 ⇒ (10) + 10 = 20

    ★★★
    Borrowed Time: The First Wave Round 1

    Battlemap

    ──────────
    BOLD: GO!:
    ──────────
    ➤ Coptidel (69/78 HP)Heal 1HP/min
    ➤ Amarië (27/36 HP)Mage Armor +1
    ➤ Barad (73/73 HP)Heal 1HP/min
    Echo One (Red) (-0 HP)
    Echo Two (Yellow) (-0 HP)
    Echo Three (Green) (-0 HP)
    Gortek (100/100 HP)
    Frogger (58/58 HP)
    ⠀⠀Piney (29/48 HP)
    Avonatha (37/46 HP)Mage Armor +1

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