[NostalgiaCon PBP] #3-99: Fate in the Future (Inactive)

Game Master Z...D...

Skill Macros

Chronicle Info

Handout & Maps


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Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Scuttlesnarp barks back in Draconic.

Draconic:
”Scuttlesnarp and his friends mean no harm to Thornscales! We have no monster dogs, we only here to fix the maze.”

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6 Yeah that’s about as diplomatic as Scuttlesnarp can be.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

With Scuttlesnarp leading the way, the remainder of you can attempt to convince these kobolds that you are not after them with a Deception or a diplomacy check. Looking for a number of successes.

Scuttlesnarp, you can use a Hero point to re-roll that if you wish.

Radiant Oath

Male Race: Human | Champion (Paladin) 1 | HP: 19/19 | AC:17 | F: +6, R: +3, W: +6 | Incredible Initiative +2 | Perc +4 |Speed: 25ft |Lay on Hands | FP: 1/1 | Active conditions: None | ◆◇↺

Adoril asks if the kobolds know common. If they don't or they don't answer, he'll ask Scuttlesnarp to translate.

"We are not here to fight you. We're here to figure out what is going on in this place. We are willing to pass by without violence. If you'd like to tell us what's ahead, we'd appreciate it. Please choose peace."

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Sure, I’ll hero point a crit fail.

Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16

Envoy's Alliance

HPs 29/29, Hero Pts 2/3, Focus 1/1, AC:18(19),Saves F +6 R +8 W +7, Perc +5, Craft +10/11, Acrobatics, Arcana, Occultism, Society, Thievery, Lore: Pathfinder, Guild +8, Diplomacy +6 Half-orc Artisan Wizard(Transmuter)/3 Maps

Crafting 1d20 + 7 ⇒ (14) + 7 = 21

As they leave the statues behind, Drakmak picks up some of the metal that once formed the living statues, He raises his eyebrows as he realises that this is an incredibly rare sky metal called orichalcum. Telling his companions his find, he concludes "No wonder, it has time-related magical properties!" He picks up pas many pieces as he can to take with him.

Speaking in Draconic, Drakmak"Look, we mean you no harm but this maze, have you been here long. Perhaps we can help each other make sense of it, we might even be able to calm the dog or catch it." the half-orc smiles.

Diplomacy 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point
Diplomacy 1d20 + 5 ⇒ (1) + 5 = 6
Gotta love the dice roller....

Grand Archive

[S06-12] [R] Male Ghost Poppet Thaumaturge of Bells 4 / Unexpected Sharpshooter | Willing Host | HP 46/46 w Toughness, AC 20 w Leaf Weave, Fortitude** +9, Reflex** +11, Will** +9, Perception** +9 (darkvision), Stealth +3 | Speed 25 ft. | Exploration Activity Search | Active Conditions Constructed, Flammable, Void Resistance 2, +2 to Aid as ↺ Helpful Poppet | ◆◇↺

Diplomacy: 1d20 ⇒ 1

Hero Point Re-roll: Diplomacy: 1d20 ⇒ 19

”Uhmm, hello, friends from the other side. Fear not, because we are not here to hurt you. We are no angry monster dogs, we are hear to investigate the anomalies of this place. I hope you don't mind us.” Nanoc says as he looks into the others to see that indeed he is not with some monster dogs. ”Could anyone tell what I say into their words, you know, maybe they would not understand me at all, I don't speak their language, hehe. he whispers to Dramak and Scuttlesnarp.

Envoy's Alliance

Gutsy halfing, cloistered cleric 1 HP 9/15 | AC 14 | Fort +4 | Ref +4 | Will +9 | Per +7

Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14

"Tell them that we will leave them alone as long as they don't threaten us. We are not here for them! Oh, yes - and ask them about the dog!"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Progress so far.

Adoril-Fail, could reroll
Scuttlesnarp-Success
Drakmak-Critical Fail
Nanoc-Success
Kya-fail, could reroll

Sid could save it with a critical success, or if any other the ones that failed, would take a chance to reroll.

Envoy's Alliance

Gutsy halfing, cloistered cleric 1 HP 9/15 | AC 14 | Fort +4 | Ref +4 | Will +9 | Per +7

Diplomacy hero point reroll: 1d20 + 5 ⇒ (18) + 5 = 23

"Wait, wait! On second thought, don't mention the dog. And tell them they are brave!"

Radiant Oath

Male Race: Human | Champion (Paladin) 1 | HP: 19/19 | AC:17 | F: +6, R: +3, W: +6 | Incredible Initiative +2 | Perc +4 |Speed: 25ft |Lay on Hands | FP: 1/1 | Active conditions: None | ◆◇↺

I'll reroll

diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Moving on

With last minute remarks, the agents are able to win over the voices on the other side. The door opens to reveal a green kobold with a laurel of red roses atop her head.

I am Itzi. I lead this small group." She moves out of the way to let the PC's in. "We barricaded ourselves in here and set traps after being chased through the maze by these monster dogs. We have never seen anything like this in the maze before. They were hairless, gray, and sickly, with bulging eyes and a long tongue."

Behind the kobold barricade are three large pools, each 10 feet in diameter and filled with a different colored fluid.

DC 16 Crafting or Engineering Lore or DC 17 Arcana or Occultism to identify Magic:
This ancient device is a temporal scrying mechanism that siphons energy from the Dimension of Time and harnesses it to view the past, present, and future. The degradation of time has diminished their powers; they function erratically and what times they view can’t be controlled or manipulated.

The blue pool reflects a large crowd gathering outside a stone structure on an island in the middle of a lake. Amid the crowd are humans, Small draconic people with red scales, ratfolk, and Large humanoids with four arms and prominent tusks.

GM:

Kya Mossfoot's Society (T): 1d20 + 4 ⇒ (9) + 4 = 13
Scuttlesnarp's Society (T): 1d20 + 3 ⇒ (11) + 3 = 14
Drakmak's Society (T): 1d20 + 7 ⇒ (14) + 7 = 21
Nanoc Evitceted's Society (T): 1d20 + 7 ⇒ (4) + 7 = 11

The green pool reflects a Large draconic figure dressed in warm clothes amid a snowstorm, toiling over a metal and glass sarcophagus. Any creatures that saw the temporal vision in the ovoid vault recognizes this pod.

The red pool reflects a tall, slender man with an elongated head, four arms, and gray skin traversing an icy tunnel. A prominent badge decorates his armor—a starburst similar to a compass rose.

GM:

Kya Mossfoot's Society (T): 1d20 + 4 ⇒ (11) + 4 = 15
Scuttlesnarp's Society (T): 1d20 + 3 ⇒ (7) + 3 = 10
Drakmak's Society (T): 1d20 + 7 ⇒ (12) + 7 = 19
Nanoc Evitceted's Society (T): 1d20 + 7 ⇒ (18) + 7 = 25

Nanoc has heard of these four-armed creatures before, they are few in numbers and are very rarely seen outside of Numeria. They are called Kasatha.

Wil move us on to the next part in a few hours. In the meantime feel free to RP a bit. I will also set up a slide to help us keep track of Hero Points

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Crafting: 1d20 + 3 ⇒ (6) + 3 = 9

"Itzi need worry not, Scuttlesnarp looks out for fellow kobolds even when fellow kobolds don't look out for Scuttlesnarp. We will look for monster dogs and stick them in bugling eyes!" He brandishes his rusty rapier.

"Does Itzi know what lies beyond this door? Or of images in pools?"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

"I do not" She scratches her head, "We are not used to this section of the maze. We got turned around several times avoiding the dog."

"The pools are weird, they were different and seem to have shifted a few times, but seem stuck on these pictures currently."

Envoy's Alliance

Gutsy halfing, cloistered cleric 1 HP 9/15 | AC 14 | Fort +4 | Ref +4 | Will +9 | Per +7

Crafting: 1d20 + 4 ⇒ (3) + 4 = 7

This place freaks me out.

"Hi, Itzi. I'm Kya. Do you live in the maze? Why are you here? I mean, not HERE, here, but, why are you in the maze?

Also doing some recall knowledge to see if these monster dogs sounds familiar at all.

nature: 1d20 + 7 ⇒ (9) + 7 = 16
religion: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Archive

[S06-12] [R] Male Ghost Poppet Thaumaturge of Bells 4 / Unexpected Sharpshooter | Willing Host | HP 46/46 w Toughness, AC 20 w Leaf Weave, Fortitude** +9, Reflex** +11, Will** +9, Perception** +9 (darkvision), Stealth +3 | Speed 25 ft. | Exploration Activity Search | Active Conditions Constructed, Flammable, Void Resistance 2, +2 to Aid as ↺ Helpful Poppet | ◆◇↺

Crafting: 1d20 + 7 ⇒ (11) + 7 = 18

Nanoc is relieved that they are welcomed by the green kobold after some diplomatic communication. He introduces himself to Itzi and to others inside their barricaded place.

"Nanoc is my name. Thank you for allowing us to join you here. Hmm, your place is interesting. I hope you don't mind if I do looking around here," he says to Itzi, and goes to looking around the place. His attention is caught by the three colorful pools behind the kobold barricade.

"I have read in a book that these are ancient devices, which are temporal scrying mechanisms that siphon energy from the Dimension of Time and harnesses that same energy to view the past, present, and future. However, these ancient devices have degraded through time and have their power diminished their power. If we can make it function, it will work erratically and what times they view can’t be controlled or manipulated." Nanoc explains to others while walking around the pools, as if giving a lecture to them about ancient devices. "Well, maybe it is functioning, we are not sure if these pools show the past, present, or the future." he adds.

"In short, we can glimpse the past, the present, or the future here, we are not sure." he concludes.

He takes a look upon the pools and see what is happening in each of them.

"Hmmm..." he is not sure what to tell about what is in the blue pool.

"Interesting," he notes on the details he sees on the green pool.

"Oh, oh! Now I know why they seemed familiar. I have heard about these kasathas! These four-armed creatures are from Numeria. I envy them, having four arms, you get more work to be done," he excitedly tells the others about what can be seen on the red pool.

"Curious and curiouser," Nanoc ponders what Itzi says about the sceneries in the pool. "When could these events be? In the past? Would it be at the present? Or is it ahead into our future?" Nanoc is curious and will remember hopefully these details.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Itzi answering Kya

"Yes, we are the Thornscale Tribe. We were pulled into the maze by accident, but since then, we have made it our home."

With the mystery of the pools still circling in the PC's head, they eventually move on.

next encounter: 1d3 ⇒ 2

A dead wolverine is sprawled on the ground partway down this narrow hallway, punctured with dozens of long darts. Beyond the animal is a wounded Pathfinder agent, pierced by similar darts, sitting in a pool of his own blood. The Pathfinder breathes shallowly, barely clinging to life.

GM:

Kya Mossfoot's Perception (T): 1d20 + 7 ⇒ (3) + 7 = 10
Adoril's Perception (T): 1d20 + 6 ⇒ (11) + 6 = 17
Sid Backburn's Perception (T): 1d20 + 7 ⇒ (8) + 7 = 15

Kya Mossfoot's Perception (T): 1d20 + 7 ⇒ (20) + 7 = 27
Adoril's Perception (T): 1d20 + 6 ⇒ (8) + 6 = 14
Sid Backburn's Perception (T): 1d20 + 7 ⇒ (9) + 7 = 16

Kya Mossfoot's Perception (T): 1d20 + 7 ⇒ (2) + 7 = 9
Adoril's Perception (T): 1d20 + 6 ⇒ (14) + 6 = 20
Sid Backburn's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19

Kya Mossfoot's Perception (T): 1d20 + 7 ⇒ (10) + 7 = 17
Adoril's Perception (T): 1d20 + 6 ⇒ (4) + 6 = 10
Sid Backburn's Perception (T): 1d20 + 7 ⇒ (7) + 7 = 14

Between the 3 searchers, all for traps have been located.

Each red square is a trap. the yellow smile is the wounded pathfinder. Will take disable device checks to get through the traps.

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Scuttlesnarp grabs his tools and sets to work on the traps.

Thievery: 1d20 + 7 ⇒ (20) + 7 = 27
Thievery: 1d20 + 7 ⇒ (14) + 7 = 21
Thievery: 1d20 + 7 ⇒ (8) + 7 = 15 Will apply +2 from pre-scenario if allowed.

Thievery (last trap past fallen Pathfinder): 1d20 + 7 ⇒ (16) + 7 = 23

Envoy's Alliance

HPs 29/29, Hero Pts 2/3, Focus 1/1, AC:18(19),Saves F +6 R +8 W +7, Perc +5, Craft +10/11, Acrobatics, Arcana, Occultism, Society, Thievery, Lore: Pathfinder, Guild +8, Diplomacy +6 Half-orc Artisan Wizard(Transmuter)/3 Maps

Drakmak is intrigued by the pools, he studies them as best he can.

Crafting 1d20 + 7 ⇒ (4) + 7 = 11 - not a lot of RPing, at work

He then follows on as Scuttlesnarp warns of dangers ahead. "Well spotted Scuttlesnarp, you found these traps, do you know how they work or more especially how they are set off. Just in case you have difficulty with making them safe." Drakmak calls his friend Racvern to his side, "I may have a task for you?" he says as the bird replies to his words and nods knowingly.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Scuttlesnarp disables two of the pressure plates with ease, but the third seems to resist a little. On his second attempt, it finally gives way.

3 out of the 4 traps disabled. But you now have access to the wounded pathfinder.

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Scuttlesnarp will leave the wounded Pathfinder to his friends while he tackles the last trap.

Thievery: 1d20 + 7 ⇒ (12) + 7 = 19


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Can you find a +1 anywhere? Possibly a guidance from an ally?

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

I have a floating +2 from the pre-scenario. Would that work?

Radiant Oath

Male Race: Human | Champion (Paladin) 1 | HP: 19/19 | AC:17 | F: +6, R: +3, W: +6 | Incredible Initiative +2 | Perc +4 |Speed: 25ft |Lay on Hands | FP: 1/1 | Active conditions: None | ◆◇↺

"Hang in there! We're coming!" Adoril waits for the traps to be clear and runs up to the injured agent. Adoril kneels next to the agent and casts Lay on Hands on them. "This agent may need more healing, can someone look them over?"

6 hp from Lay on Hands.

Verdant Wheel

HP 15/15 | AC 16 | Fortitude +4 Reflex +5 Will +9 | Perception +7 | Stealth +4 | Nature +7 | Goblin Druid (flame)

Sid will move up once the initial traps are dealt with, and sit mourning the wolverine. Once the path is clear, Sid moves forward sadly, to look at the still living pathfinder.
Sid's got no Healer's Tools, but will use them to antidote or patch up if someone passes them, otherwise just trying to diagnose.
Medicine: 1d20 + 4 ⇒ (11) + 4 = 15


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Sure, that will work

Scuttlesnarp disables the last pressure plate, clearing the hallway of any future hazards.

Adoril heals the wounded pathfinder.

The agent comes to his senses. "Thanks for the assistance. I am Dalver. While exploring, We were met with a territorial group of wolverines and were chased down here. My companion, Carine, fled further down the hallway. I am too banged up to continue, can you go look for her?"

Envoy's Alliance

HPs 29/29, Hero Pts 2/3, Focus 1/1, AC:18(19),Saves F +6 R +8 W +7, Perc +5, Craft +10/11, Acrobatics, Arcana, Occultism, Society, Thievery, Lore: Pathfinder, Guild +8, Diplomacy +6 Half-orc Artisan Wizard(Transmuter)/3 Maps

"My good friend Delver, please be assured we'll look for you companion Carine and find her we can." the half-orc in a kindly voice. He follows the others as they start on their way forward.

Envoy's Alliance

Gutsy halfing, cloistered cleric 1 HP 9/15 | AC 14 | Fort +4 | Ref +4 | Will +9 | Per +7

Kya rushes forward as soon as the hallway is clear. "Oh dear! That sounds awful! Let's get you healed up. How long ago did this happen?

Knowing that another Pathfinder is also likely in danger, she doesn't bother checking his wounds carefully, and just draws extra power into her spell.

Heal: 1d8 + 8 ⇒ (4) + 8 = 12

Grand Archive

[S06-12] [R] Male Ghost Poppet Thaumaturge of Bells 4 / Unexpected Sharpshooter | Willing Host | HP 46/46 w Toughness, AC 20 w Leaf Weave, Fortitude** +9, Reflex** +11, Will** +9, Perception** +9 (darkvision), Stealth +3 | Speed 25 ft. | Exploration Activity Search | Active Conditions Constructed, Flammable, Void Resistance 2, +2 to Aid as ↺ Helpful Poppet | ◆◇↺

”Wolverines, you say? Would that be the monster dogs the kobolds talked about?” Nanoc ponders of what the wounded Pathfinder says. ”Anyway, worry not and we will find your companion,” he assures him with a wink and goes to find her.

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Scuttlesnarp lets the others talk while he looks around for evidence of the missing Pathfinder.

Perception (elixir): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Grand Archive

[S06-12] [R] Male Ghost Poppet Thaumaturge of Bells 4 / Unexpected Sharpshooter | Willing Host | HP 46/46 w Toughness, AC 20 w Leaf Weave, Fortitude** +9, Reflex** +11, Will** +9, Perception** +9 (darkvision), Stealth +3 | Speed 25 ft. | Exploration Activity Search | Active Conditions Constructed, Flammable, Void Resistance 2, +2 to Aid as ↺ Helpful Poppet | ◆◇↺

Nanoc does the same, looking for the wounded Pathfinder's companion, Carine (Pursue a Lead #1), but also looking for wolverines (Pursue a Lead #2) which he thinks are the same mad dogs mentioned by the kobold to them a while ago and readies his shortbow just in case the wolverines show up to them.

Perception +6 (+1 from Pursue a Lead #2, the wolverines as mad dogs?)

+1 circumstance bonus to Scuttlesnarp's check, from Clue In to Pursue a Lead #1.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Sorry for the delay, the internet has been a tad bit unstable for the past day or two. Winter weather caused a bunch of issues in my area.

The north half of this chamber is 5 feet higher than the south and accessible by stairs along the east and west walls. A platform on the north half contains a large brazier filled with fire. The passage to the west is a dead end, and the door to the north leads where Carmine fled.

As the PC approach the stairs, the brazier comes to life with flame, three wisps of fire surround the PC's

Initiative:

Kya Mossfoot, Search: 1d20 + 7 ⇒ (9) + 7 = 16
Adoril, Search: 1d20 + 6 ⇒ (15) + 6 = 21
Sid Backburn, Search: 1d20 + 7 ⇒ (18) + 7 = 25
Scuttlesnarp, Avoid Notice: 1d20 + 7 ⇒ (20) + 7 = 27
Drakmak, Detect Magic: 1d20 + 4 ⇒ (4) + 4 = 8
Nanoc Evitceted, Investigate: 1d20 + 6 ⇒ (1) + 6 = 7

GM:

1: 1d20 + 6 ⇒ (11) + 6 = 17
2: 1d20 + 6 ⇒ (14) + 6 = 20
3: 1d20 + 6 ⇒ (15) + 6 = 21

Nature or Arcana to ID these little ones. I would appreciate it if you add you modifier

Round 1-Bold May Act
Scuttlesnarp
Sid Blackburn
Adoril

3
2
1
Kya
Drakamk
Nanoc Evitceted

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Like a crimson bolt, Scuttlesnarp unsheathes his rapier and rushes the closest wisp from the shadows.

◆ Interact (draw rapier), ◆ Stride, ◆ Strike Wisp #3

Rapier #1 (surprise attack): 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage (piercing, sneak attack): 1d6 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11

Radiant Oath

Male Race: Human | Champion (Paladin) 1 | HP: 19/19 | AC:17 | F: +6, R: +3, W: +6 | Incredible Initiative +2 | Perc +4 |Speed: 25ft |Lay on Hands | FP: 1/1 | Active conditions: None | ◆◇↺

Adoril draws his guisarme and runs up to the closest creature.

◆Interact to draw weapon; ◆Stride; ◆Strike

Strike: 1d20 + 7 ⇒ (1) + 7 = 8
Adoril, confused about the nature of the creature, can't quite understand where to strike and misses terribly.

"What are these? Living fire?"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Scuttlesnarp moves in quickly and unnoticed and delivers a strike, his blade delivering some decent damage with precision.

Adoril moves in. His blade can not find the target.

Round 1-Bold May Act
Scuttlesnarp
Sid Blackburn
Adoril
3
2
1
Kya
Drakamk
Nanoc Evitceted

GM:

1: 18/18
2: 18/18
3: 7/18

Verdant Wheel

HP 15/15 | AC 16 | Fortitude +4 Reflex +5 Will +9 | Perception +7 | Stealth +4 | Nature +7 | Goblin Druid (flame)

"Ooh, those are pretty great!"
Recall Knowledge, Nature +7
Then (likely) Spout on the injured one


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Secret:

Sid Blackburn: 1d20 + 7 ⇒ (13) + 7 = 20

Sid knows these things to be called Fire Wisps. Small fire elementals. It has the typical elemental immunities; bleed, fire, paralyzed, poison, sleep and are weak to cold and water.

Sid then opens up a spout of water beneath #3. Guessing DC is 17 and casting stat is 4

save: 1d20 ⇒ 13

damage: 1d4 + 4 ⇒ (1) + 4 = 5

It dodges some of it. The water causes it to flicker as the it does more damage.

The elementals go on the offensive.

#3 attacks Scuttlesnarp.

attack: 1d20 + 7 ⇒ (11) + 7 = 181d4 + 1 ⇒ (4) + 1 = 5 Hit. 5 fire damage and 1 persistent fire damage

attack + MAP: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 1 ⇒ (2) + 1 = 3 Miss

attack + MAP: 1d20 - 3 ⇒ (11) - 3 = 81d4 + 1 ⇒ (4) + 1 = 5 Miss

#2 attacks Adoril.

attack: 1d20 + 7 ⇒ (13) + 7 = 201d4 + 1 ⇒ (2) + 1 = 3 Hit. 3 fire damage and 1 persistent fire damage.

attack + MAP: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 1 ⇒ (1) + 1 = 2 Miss

attack + MAP: 1d20 - 3 ⇒ (16) - 3 = 131d4 + 1 ⇒ (2) + 1 = 3 Miss

#2 flies over and attacks Sid.

attack: 1d20 + 7 ⇒ (14) + 7 = 211d4 + 1 ⇒ (2) + 1 = 3 Hit. 3 fire damage and 1 persistent fire damage.

attack + MAP: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 1 ⇒ (3) + 1 = 4 Miss

Round 1-Bold May Act
Scuttlesnarp -5, 1 persistent fire
Sid Blackburn -3, 1 persistent fire
Adoril -3, 1 persistent fire
3
2
1
Kya
Drakamk
Nanoc Evitceted

GM:

1: 18/18
2: 18/18
3: 3/18

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —
PFS 2 GM ZD wrote:

** spoiler omitted **

Sid knows these things to be called Fire Wisps. Small fire elementals. It has the typical elemental immunities; bleed, fire, paralyzed, poison, sleep and are weak to cold and water.

Sid then opens up a spout of water beneath #3. Guessing DC is 17 and casting stat is 4

[dice=save]d20

[dice=damage]d4+4

It dodges some of it. The water causes it to flicker as the it does more damage.

The elementals go on the offensive.

#3 attacks Scuttlesnarp.

[dice=attack]d20+7;d4+1 Hit. 5 fire damage and 1 persistent fire damage

[dice=attack + MAP]d20+2;d4+1; Miss

[dice=attack + MAP]d20-3;d4+1; Miss

#2 attacks Adoril.

[dice=attack]d20+7;d4+1 Hit. 3 fire damage and 1 persistent fire damage.

[dice=attack + MAP]d20+2;d4+1; Miss

[dice=attack + MAP]d20-3;d4+1; Miss

#2 flies over and attacks Sid.

[dice=attack]d20+7;d4+1; Hit. 3 fire damage and 1 persistent fire damage.

[dice=attack + MAP]d20+2;d4+1; Miss

Round 1-Bold May Act
Scuttlesnarp -5, 1 persistent fire
Sid Blackburn -3, 1 persistent fire
Adoril -3, 1 persistent fire
3
2
1
Kya
Drakamk
Nanoc Evitceted

** spoiler omitted **

Scuttlesnarp has fire resist 1 so it’s only 4 damage from the hit and the persistent is useless.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

okay. Will include on the next update.

Grand Archive

[S06-12] [R] Male Ghost Poppet Thaumaturge of Bells 4 / Unexpected Sharpshooter | Willing Host | HP 46/46 w Toughness, AC 20 w Leaf Weave, Fortitude** +9, Reflex** +11, Will** +9, Perception** +9 (darkvision), Stealth +3 | Speed 25 ft. | Exploration Activity Search | Active Conditions Constructed, Flammable, Void Resistance 2, +2 to Aid as ↺ Helpful Poppet | ◆◇↺

Nanoc positions himself to get a better view of both #1 and #3 inside the cramped space they are into. He first analyses #3, thinking if it would be wise to do some piercing damage to the creature. He takes his chances and strategically flies an arrow to #3, and another to #1.

◆ Devise a Stratagem
Devise a Stratagem: 1d20 ⇒ 15

◆ Strategic Strike with Shortbow
Shortbow Attack vs #3: 15 + 7 = 22
Shortbow Damage: 1d6 ⇒ 5 piercing damage plus 1d6 ⇒ 6 precision damage
If critical success, double piercing damage + precision damage + Deadly d10: 1d10 ⇒ 5 piercing damage

◆ Strike with Shortbow
Shortbow Attack, MAP vs #1: 1d20 + 1 ⇒ (20) + 1 = 21 (critical success!)
Shortbow Damage: 1d6 ⇒ 4 piercing damage
If critical success, double piercing damage + Deadly d10: 1d10 ⇒ 4 piercing damage


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Nanoc drops #3 with his first arrow and delivers a second strait through the center of #1.

Round 1-Bold May Act
Scuttlesnarp -4
Sid Blackburn -3, 1 persistent fire
Adoril -3, 1 persistent fire
2
1
Kya
Drakamk

Nanoc Evitceted

GM:

1: 18/18
2: 6/18

Envoy's Alliance

Gutsy halfing, cloistered cleric 1 HP 9/15 | AC 14 | Fort +4 | Ref +4 | Will +9 | Per +7

If I understand persistent damage correctly, Heal has no impact on it. She probably wouldn't cast Heal this round anyway, but she might next round if I am wrong and it does have the ability to stop persistent damage.

Kya stays where she is and casts Daze, targeting the wisp directly in front of Sid. She then casts Shield on herself, just in case.

Daze spell modifier is +4


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

save: 1d20 ⇒ 8 Fail. Reminder, I do not add modifiers.

Kyra jolts the mind of the Wisp. It still stands.

Delaying Drakmak

For those that have persistent damage, roll a flat check, DC 15, to see if it ends.
Round 2-Bold May Act
Drakmak
Scuttlesnarp -4
Sid Blackburn -3, 1 persistent fire
Adoril -3, 1 persistent fire

2
1
Kya
Nanoc Evitceted

Envoy's Alliance

HPs 29/29, Hero Pts 2/3, Focus 1/1, AC:18(19),Saves F +6 R +8 W +7, Perc +5, Craft +10/11, Acrobatics, Arcana, Occultism, Society, Thievery, Lore: Pathfinder, Guild +8, Diplomacy +6 Half-orc Artisan Wizard(Transmuter)/3 Maps

"Strange little fellows these." says Drakmak as he sends aburst of charge at 2 of them.

Cast Electric Arc 1d4 + 3 ⇒ (2) + 3 = 5 DC=17 Basic Reflex.
Recall Knowledge Arcana/occult +7


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

GM:

Drakmak recall: 1d20 + 7 ⇒ (20) + 7 = 27

Drakmak knows the same info as above. Additionally, you know that these little guys enhance the powers of allies that use the fire trait or fellow elementals. They also have the ability to self-destruct when allies are hit.

#2 reflex: 1d20 ⇒ 2 Fail
#1 reflex: 1d20 ⇒ 17 Save

The electricity drops #1. Only one remains.

Round 2-Bold May Act
Drakmak
Scuttlesnarp -4
Sid Blackburn -3, 1 persistent fire
Adoril -3, 1 persistent fire

1
Kya
Nanoc Evitceted

GM:

#1 13/18

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Scuttlesnarp shakes off the fiery strike, races down the stairs to the other side of the wisp attacking Adoril, and thrusts with his sword.

◆ Stride, ◆ Stride, ◆ Strike Wisp #2

Rapier #1 (flank): 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage (piercing, sneak attack): 1d6 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Scuttlesnarp moves around and delivers a strike to the flanked wisp. Just a reminder, you do not add a bonus to flanking. The enemy takes the penalty, which I will note. That is a change from 1e to 2e.

Round 2-Bold May Act
Drakmak
Scuttlesnarp -4
Sid Blackburn -3, 1 persistent fire
Adoril -3, 1 persistent fire

1
Kya
Nanoc Evitceted

GM:

#1 4/18

Verdant Wheel

HP 15/15 | AC 16 | Fortitude +4 Reflex +5 Will +9 | Perception +7 | Stealth +4 | Nature +7 | Goblin Druid (flame)

"Bah.."
With that disgusted sound, Sid raises his shield, and flicks water up at the other wisp.
"Wish more elementals just wanted to hang out."

Spout DC 17: 1d4 + 4 ⇒ (4) + 4 = 8
Flat DC 10: 1d20 ⇒ 4


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

save: 1d20 ⇒ 8 Fail

Sid finishes off the remaining wisp.

Out of initiative

Party Health
Scuttlesnarp -4
Sid Blackburn -3
Adoril -3

Will give everyone a chance to heal before moving on to the next part.

Envoy's Alliance

Gutsy halfing, cloistered cleric 1 HP 9/15 | AC 14 | Fort +4 | Ref +4 | Will +9 | Per +7

Kya looks around at the others, silently assessing their injuries. "Would you three like magical healing now? Or should I save my strength for any other dangers we encounter? I still have quite a bit left to give today, I think."

Grand Archive

male spellhorn kobold witch 2 | HP 18/18 | AC 17 | F +4 R +7 W +6 | Perc +4 (darkvision) | Stealth +7 | 25 ft | Focus Points 2/2 | Spell Slots 1st: 3/3 | Hero Points: 1 | Active Conditions: —

Scuttlesnarp sheathes his weapon and dusts soot off his cloak. ”Fire does not hurt Scuttlesnarp so much. Scuttlesnarp can proceed without magic patch.”

Wouldn’t say no to a Treat Wounds if we’re taking 10, but otherwise happy to move on.

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