[NostalgiaCon, PFS(2)] 3-99 Fate of the Future (Tier 5-6) (Inactive)

Game Master Blake's Tiger

Macros | Scenario Bonuses | Maps
Hero Points


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Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

Perhaps unaware just how close to "evisceration" he was, Knab walks Gloma and Topaz, while carrying the body of Aldrek, back to camp. Having never asked her name, nor offered his own, awkwardness replaces what might have been an appropriate goodbye, were it not forestalled by an idea: Disinterested with shopping in any case, and so otherwise unoccupied, our dwarven hero pulls out his tools and attempts to fix the broken lute...

Repair (Crafting, Trained) w/ Repair Kit vs DC 15?: 1d20 + 10 ⇒ (16) + 10 = 26

...returning it to the fallen pathfinder's effects once he is finished. And leaving. Maybe we'll meet again...

Later on, after a short rest and resupply, the party reaches a circular chamber, and from multiple directions, Knab can here someone calling a name. Heraxia?

He investigates the pillar...

Investigate (Thievery, Expert) +12 or +13 w/ Infiltrator Tools!


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GM Screen:

Knab: 1d20 + 12 ⇒ (5) + 12 = 17

Surprisingly, the purpose and function of the stone pillar escapes Knab.

Envoy's Alliance

M Dhampir Dwarf Fighter 7 (Druid Archetype): Spd:20, Perc:15(17 for init), Darkvision, AC:24, HP:101/101, Fort:14, Ref:15, Will:13, Stealth:13.

After being healed, Phew thanks. and Johnny begins the climb down the pit. Or am I climbing up and the climb it above a pit?
athletics: 1d30 + 12 ⇒ (9) + 12 = 21


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GM Screen:

Johnny Sniper's Perception (E): 1d20 + 11 ⇒ (19) + 11 = 30
Zhao Kang's Perception (T): 1d20 + 13 ⇒ (2) + 13 = 15
Griss Thisslethorn's Perception (E): 1d20 + 9 ⇒ (7) + 9 = 16
Dudith Pregen (Seelah)'s Perception (T): 1d20 + 8 ⇒ (18) + 8 = 26

Johnny climbs down into the pit while the rest of you investigate the stone column on the platform overhanging the pit. While the column confounds most of you, Seelah notes that entire column can be rotated around its long axis if you're strong enough.

Athletics, Crafting, or Thievery DC 19 to rotate the column.

Meanwhile, down in the pit amongst the bones, Johnny determines that there are the remains of four different species down there: a large, four-armed biped, a small reptilian biped with a tail, ratfolk, and humans. He guesses that they died of starvation.

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

"There is an idler gear here" Knab points out "But I'm not sure that even though we can turn this pillar, that we ought to?"

He looks around the group for their thoughts. He looks ahead - is this pillar somehow blocking progress forward?


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Investigating the solid stone doors, there appears to be no obvious mechanism to open them. That fact combined with the presence of the rotatable column could lead one to reasonably assume the column is used to unlock the doors.

NOTE: You do not have to open the doors. You could move on to a different part of the maze. Whatever the consensus is, I'll roll with.


Seelah stands from her examinations of the column. She looks between Johnny in the pit, and the rest of the adventuring team.

"Here's what my guts telling me. I think opening the doors may be another trap like what we found Gloma in. BUT, I think someone may be already trapped behind one of these doors..."

Seelah goes up to each of the doors and presses her ear to the stone.

"It's just a guess but if we can rescue another pathfinder we should try."

As she moves from door to door she calls out.

Hello! This is Seelah with group C3! Give us your status!?


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Silence is Seelah's reply.

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

Silence in the form of agreement with her general sentiment!

Knab pulls out a mini lever, and with a firm grip, twists the handle clockwise, and...

Rotate Column (Thievery, Expert) w/ Infiltrator Tools (+1) vs DC 19: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14

...slipping at first, it looks as though the gear motion is about to suck his hand inside!

So, kicking his boot against another stress point...

Hero Point!

Rotate Column (Thievery, Expert) w/ Infiltrator Tools (+1) vs DC 19: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

...there is a chunking sound, followed by a slow turning sound, a cranking of metal parts, followed by...

Envoy's Alliance

Male Hillock Halfling Cleric 8 of Halcamora HP 86/86 Hero Points 1/1 AC 24 (25 Shield) Saves F+15 R+14 W+17 Perc +16 Exploration Investigate Active Conditions: - Reactions: Recognize a Spell Divine Font used (0/4)

While Phillipton would like to be of assistance, pushing things around, building things, or the delicate art of burglary have never been his forte.

Yeah I got nothing to help.


Seelah will stand with her shield raised in front of Horatio prepared to take any blow they receive.

Don't worry if this goes horrible you'll be VERY helpful lol


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GM Screen:

Johnny Sniper, Avoid Notice: 1d20 + 11 ⇒ (15) + 11 = 26
Knab, Search: 1d20 + 12 ⇒ (2) + 12 = 14
Phillipton, Investigate: 1d20 + 14 ⇒ (20) + 14 = 34
Zhao Kang, Avoid Notice: 1d20 + 13 ⇒ (18) + 13 = 31
Griss Thisslethorn, Search: 1d20 + 9 ⇒ (20) + 9 = 29
Dudith Pregen (Seelah), Scout: 1d20 + 8 ⇒ (9) + 8 = 17
1: 1d20 + 9 ⇒ (20) + 9 = 29
2: 1d20 + 9 ⇒ (14) + 9 = 23
3: 1d20 + 9 ⇒ (13) + 9 = 22
4: 1d20 + 9 ⇒ (11) + 9 = 20
5: 1d20 + 9 ⇒ (4) + 9 = 13

Knab manages to get the column moving. It grinds around, and the room shudders as the doors slide open. Unfortunately, it reveals large, skeletal snakes with humanoid skulls on their necks. Worse, even more of them begin to slither up through the bones in the pit... with Johnny.

Arcane, Crafting, or Golem/Construct related Lore for Recall Knowledge checks.

Johnny Has the Worst Luck!

Encounter! Round 1. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.

Effects:

Horatio
Zhao Kang (hidden)
Skeletal snake 1
Griss
Johnny
Skeletal snake 2
Skeletal snake 3
Skeletal snake 4
Seelah
Knab
Skeletal Snake 5

Envoy's Alliance

Male Hillock Halfling Cleric 8 of Halcamora HP 86/86 Hero Points 1/1 AC 24 (25 Shield) Saves F+15 R+14 W+17 Perc +16 Exploration Investigate Active Conditions: - Reactions: Recognize a Spell Divine Font used (0/4)

Phillipton taps Griss on the shoulder, and lets the grace of Halcamora flow through the barbarian. 2 actions, cast heroism

Heroism:
You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.

He follows that up with a simple ward to protect himself 1 action, cast shield

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

Knab wipes his brow as the mechanism opens, then suddenly notices "Johnny!" and starts sweating again...

As Knab's first turn slowly approaches...:

◇) Automatic Knowledge (Arcana w/ Assurance @ 20)
◆) Recall Knowledge (Q: Any Weaknesses? Are they Intelligent enough to Talk ("Heraxia")!?)
◆) Battle Assessment (Knab's Expert Perception +12 vs Skeletal Snake's Deception/Stealth DC)

Or, if Automatic Knowledge's DC 20 is sufficient to Succeed, instead...

◇) Automatic Knowledge
◆) Battle Assessment

Knab's Knowledge

Spoiler:

Any Untrained Lore Skill (~) +8 (via Pathfinder Agent Dedication)
Arcana (**) +12 or 20 Assurance; Automatic Knowledge
Crafting (*) +10
Lore: Engineering (*) +10
Lore: Pathfinder (*) +10
Lore: Underworld (*) +10
Medicine (**`) +13
Nature (**) +12
Occult (**) +12
Religion (**) +12 or 20 Assurance; Automatic Knowledge
Society (*) +10

...he looks down at his clan dagger attached to his belt, stowed momentarily while working with his Infiltrator's Tools... Quick enough to draw?


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Kang considers the situation (bot delay).

The skeletal naga-like creature begins writhing and swaying, ribs moving in a hypnotic pattern.

Encounter! Round 1. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Horatio
Skeletal snake 1
Zhao Kang (hidden) (Will DC 18 vs. Dance of Death (see below))
Griss (heroism)
Johnny
Skeletal snake 2
Skeletal snake 3
Skeletal snake 4
Seelah (Will DC 18 vs. Dance of Death (see below))
Knab (Will DC 18 vs. Dance of Death (see below))
Skeletal Snake 5

Dance of Death (Will DC 18):

Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius’s next turn.
Failure The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius’s next turn.
Critical Failure As failure, but stunned 3

Stunned: You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

↺) Call on Ancient Blood

Call on Ancient Blood:

Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.

Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.

Knab Will w/ Call on Ancient Blood (+1) vs Dance of Death (DC 18): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33

Horizon Hunters

NG (male) human barbarian 7 | HP 120/120 | AC 25 (Raging: 24) | F +16 R +11 W +11 | Perc +11 | 25' | Active Conditions: 1 Resistance to Cold, Necrotic & Electricity, 2 to Hazardous Terrain and Environments

Once again giving space for his ancestors to assist him, Griss' strength surges. (Picking Positive Energy)

Fearing that the creatures could not be intimidated, Griss instead chose to strike twice, taking advantage of the friend flanking.

Rage
War Fail: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20Damage:Bludgeoning+Positive: 2d10 + 4 + 3 ⇒ (10, 3) + 4 + 3 = 20
War Fail: 1d20 + 14 + 1 - 5 ⇒ (14) + 14 + 1 - 5 = 24Damage:Bludgeoning+Positive: 2d10 + 4 + 3 ⇒ (8, 8) + 4 + 3 = 23

Err, can I hit 3?

Envoy's Alliance

M Dhampir Dwarf Fighter 7 (Druid Archetype): Spd:20, Perc:15(17 for init), Darkvision, AC:24, HP:101/101, Fort:14, Ref:15, Will:13, Stealth:13.

Johnny pulls out his war razor agile and strikes at the skeleton snake twice hit: 1d20 + 14 ⇒ (4) + 14 = 18 dmg: 2d4 + 3 + 2 ⇒ (4, 1) + 3 + 2 = 10
hit: 1d20 + 10 ⇒ (19) + 10 = 29 dmg: 2d4 + 3 + 2 ⇒ (3, 4) + 3 + 2 = 12 +2 dmg is from, see undead slayer note
deadly if I crit at all: 2d8 ⇒ (8, 1) = 9 1d8 for each crit, so only take the first d8 if I only crit once.

Oh, and they look like undead to me, so I added 2 extra damage to each attack. Unless you tell me they are devils.

Undead Slayer-Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the vampire trait.

Grand Archive

NG Male Tien Human Wizard (Universal) 6 | HP 56/56 | AC 22 (23 with mage armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 0/1 | Infused Reagents: 6/6 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 1/3 | Active Conditions: avoid notice

Will DC18: 1d20 + 12 ⇒ (7) + 12 = 19

Kang is momentarily fascinated by the hypnotic dance but quickly manages to shake it off. Mostly.

He steps away from snake just within reach, before raising his staff and starts chanting, summoning a cloud of glittering dust settling down on the furthest 3 skeletal snakes.

Step, Cast Glitterdust on 2, 4, 5
Critical Success The target is unaffected.
Success The target's invisibility is negated for 2 rounds.
Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.
Critical Failure The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.


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GM Screen:

4: 1d20 + 11 ⇒ (3) + 11 = 14
5: 1d20 + 11 ⇒ (11) + 11 = 22
3: 1d20 + 8 ⇒ (4) + 8 = 12
3: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Piercing: 1d10 + 3 ⇒ (3) + 3 = 6
2: 1d20 + 8 ⇒ (14) + 8 = 22
2: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11

Alas. They are not undead.

Knab proves to be too stubborn to be swayed by the rhythmic motions of the bone snakes. Kang is slightly disoriented but summons a blast of glittering dust within the pit, though the angle is a bit awkward while trying to avoid Johnny.

Griss charges over to assist Seelah and slams his flail into the creature. The bludgeon proves effective at cracking bone (weakness bludgeon 5). However, the positive energy rippling around him does not seem to have any effect on the bone nagas.

Johnny draws his war razor and slices at one of the bone creatures emerging from the bones at his feet. The first strike glances off of the bone, but the second strike finds a weak point (critical).

One of the snakes slithers behind Johnny and strikes at him. The second strike manages to sink through his armor. He feels a chilling sensation seeping through his muscles. Another snake in the pit begins to dance its entrancing dance. The third attacks the potentially incapacitated dhampir.

The snake in the other doorway slithers out and strikes repeatedly at Seelah, but it cannot find a weakness in her armor.

Encounter! Round 1. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Horatio
Skeletal snake 1 (-22 hp)
Zhao Kang
Griss (heroism)
Johnny (69/75 hp) (Fortitude DC 20 vs. paralysis) (Will DC 18 vs. Dance of Death (see below))
Skeletal snake 2
Skeletal snake 3
Skeletal snake 4 (dazzled)
Seelah (Will DC 18 vs. Dance of Death (see below))
Knab (immune)
Skeletal Snake 5 (-29 hp)

Dance of Death (Will DC 18):

Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius’s next turn.
Failure The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius’s next turn.
Critical Failure As failure, but stunned 3

Stunned: You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.


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GM Screen:

1d20 + 12 ⇒ (17) + 12 = 29

Knab:

Immune to mental damage
Immune to sickened condition
Fortitude is lowest saving throw
Used Automatic Knowledge and Battle Assessment

Envoy's Alliance

M Dhampir Dwarf Fighter 7 (Druid Archetype): Spd:20, Perc:15(17 for init), Darkvision, AC:24, HP:101/101, Fort:14, Ref:15, Will:13, Stealth:13.

fort: 1d20 + 12 ⇒ (20) + 12 = 32 will save: 1d20 + 11 ⇒ (9) + 11 = 20

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

"Johnny - these are no undead, though they were probably constructed to share some of their characteristics, including being somewhat frail: they have no mind nor metabolism!"

Translation: Immune to Mental and Sickened, Weakness 5 to Blunt, Fortitude is lowest Saving Throw!

Thinking soon, too, that Johnny won't either, he almost considers jumping into the pit with him, if another opportunity didn't suddenly present itself! Sidling between himself and the champion, Knab seizes the opportunity to study the exoskeletal structure, looking for a sheer point, and snaps his Clan Dagger bluntwise into the hairline fracture, escalating the collapse of it's structural integrity!

◇) Automatic Knowledge
◆) Battle Assessment
◆) Analyze Weakness
◆) Strike

Clan Dagger (Versatile Blunt) w/ Sneak Attack (2d6) w/ Analyze Weakness (2d6) vs Skeletal Snake #2 (Flanked w/ Seelah): 1d20 + 15 ⇒ (4) + 15 = 192d4 + 4 ⇒ (4, 3) + 4 = 114d6 ⇒ (1, 6, 3, 5) = 15

Analyze Weakness (◆):

LINK
Requirements You must have identified a creature with Recall Knowledge.

Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to 3d6 at 11th level and 4d6 at 17th level.


Will Save: 1d20 + 10 ⇒ (11) + 10 = 21

Seelah maintains her composure but is hesitant on how to approach the strange bone snake.

But seeing Griss' bravery snaps her back into action, where she attempts to pile the heat on to the same snake!

Longsword 1: 1d20 + 14 ⇒ (18) + 14 = 322d8 + 4 ⇒ (3, 4) + 4 = 11

Longsword 2: 1d20 + 9 ⇒ (9) + 9 = 182d8 + 4 ⇒ (2, 6) + 4 = 12

Can't let you have all the fun eh?
Seelah then pushes on the snake with her shield.

◆Strike
◆Strike
◆Raise Shield


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GM Screen:

#5: 1d20 + 8 ⇒ (13) + 8 = 21
P: 1d10 + 3 ⇒ (7) + 3 = 10
#5: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
P: 1d10 + 3 ⇒ (8) + 3 = 11
#5: 1d20 + 8 - 8 ⇒ (10) + 8 - 8 = 10

Johnny shrugs off the venom and resists the dance's effect for the most part.

Knab makes good use of his knowledge and his clan dagger to nearly shatter the skeleton's spine in one blow. Seelah strikes at the bone snake in the doorway, her first blow cracking off a few ribs.

The third snake in the pit strikes repeatedly at the outnumbered dhampir down there with the bone snakes. He feels the fangs break his skin again and again, the venom seeping into his muscles.

Encounter! Round 2. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Horatio
Skeletal snake 1 (-33 hp)
Zhao Kang
Griss (heroism)
Johnny (48/75 hp) (Two more Fortitude DC 20 vs. paralysis)
Skeletal snake 2 (-31 hp)
Skeletal snake 3
Skeletal snake 4 (dazzled)
Seelah
Knab (immune)
Skeletal Snake 5 (-29 hp)

Dance of Death (Will DC 18):

Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius’s next turn.
Failure The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius’s next turn.
Critical Failure As failure, but stunned 3

Stunned: You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.

Envoy's Alliance

Male Hillock Halfling Cleric 8 of Halcamora HP 86/86 Hero Points 1/1 AC 24 (25 Shield) Saves F+15 R+14 W+17 Perc +16 Exploration Investigate Active Conditions: - Reactions: Recognize a Spell Divine Font used (0/4)

Phillipton will grab his new scroll of harm interact to draw and then cast electric arc on the skelly-snakes on this level with him.

DC 22 Basic Reflex Save from 1 and 2, Electricity Damage: 3d4 + 4 ⇒ (4, 4, 2) + 4 = 14


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GM Screen:

#1: 1d20 + 11 ⇒ (12) + 11 = 23
#2: 1d20 + 11 ⇒ (7) + 11 = 18
#1 vs. Seelah: 3d20 ⇒ (11, 9, 8) = 28

Horatio's lightning crackles between the two necrophidiuses.

The necrophidius in the doorway throws itself against Seelah over and over, but her armor keeps its fangs at bay.

Encounter! Round 2. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Horatio
Skeletal snake 1 (-40 hp)
Zhao Kang
Griss (heroism)
Johnny (48/75 hp) (Two more Fortitude DC 20 vs. paralysis)
Skeletal snake 2 (-45 hp)
Skeletal snake 3
Skeletal snake 4 (dazzled)
Seelah
Knab (immune)
Skeletal Snake 5 (-29 hp)

Envoy's Alliance

M Dhampir Dwarf Fighter 7 (Druid Archetype): Spd:20, Perc:15(17 for init), Darkvision, AC:24, HP:101/101, Fort:14, Ref:15, Will:13, Stealth:13.

Johnny will stab at snake 5 first until destroyed, then go to 3, then to 4.
war razor hit: 1d20 + 14 ⇒ (11) + 14 = 25 dmg: 2d4 + 3 ⇒ (3, 4) + 3 = 10
war razor hit: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17 dmg: 2d4 + 3 ⇒ (1, 2) + 3 = 6
war razor hit: 1d20 + 14 - 8 ⇒ (20) + 14 - 8 = 26 dmg: 2d4 + 3 ⇒ (4, 1) + 3 = 8
Nat 20 means crit, so deadly d8 dmg: 1d8 ⇒ 5
Not sure what their ac is, but that 25 might be a crit deadly d8: 1d8 ⇒ 1


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Johnny: You forgot your Fortitude saving throws, so I'm using the first two d20s you rolled as your saves: success, failure. Leaving you Stunned 1 for your turn, which leaves you with one more action (presumably another attack).

Johnny cracks the necrophidius in just the right place (nat 20). The construct collapses among the bones on the floor of the pit, leaving Johnny with only two enemies in the pit with him.

Encounter! Round 2. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Horatio
Skeletal snake 1 (-40 hp)
Zhao Kang
Griss (heroism)
Johnny (48/75 hp) (1 more action)
Skeletal snake 2 (-45 hp)
Skeletal snake 3
Skeletal snake 4 (dazzled)
Seelah
Knab (immune)

Horizon Hunters

NG (male) human barbarian 7 | HP 120/120 | AC 25 (Raging: 24) | F +16 R +11 W +11 | Perc +11 | 25' | Active Conditions: 1 Resistance to Cold, Necrotic & Electricity, 2 to Hazardous Terrain and Environments

"Hang on Johnny, I'm coming to help." Then with a daring leap, Griss jumps down into the pit. Upon hitting the bottom, he stands while swinging his weapon.

Stride
Stand
War Fail: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21Damage:Bludgeoning+Positive: 2d10 + 4 + 3 ⇒ (3, 1) + 4 + 3 = 11

Envoy's Alliance

M Dhampir Dwarf Fighter 7 (Druid Archetype): Spd:20, Perc:15(17 for init), Darkvision, AC:24, HP:101/101, Fort:14, Ref:15, Will:13, Stealth:13.

Sorry, didn't see it.
Johnny slashes again, this time at snake 3 hit: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14 dmg: 2d4 + 3 ⇒ (1, 4) + 3 = 8

Grand Archive

NG Male Tien Human Wizard (Universal) 6 | HP 56/56 | AC 22 (23 with mage armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 0/1 | Infused Reagents: 6/6 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 1/3 | Active Conditions: avoid notice

Is snake 5 dead? Not on the init tracker but still on the map.

Staring down at skeletal snake directly below him, Kang raises his staff with both hands and with a brief gesture, sends it flying down at it.

vs 3: hand of apprentice (+1 striking staff of fire): 1d20 + 11 ⇒ (6) + 11 = 17 bludgeoning damage: 2d8 + 4 ⇒ (2, 2) + 4 = 8

Kang catches the returning staff with almost casual ease and immediately starts chanting a spell, sending an arc of electricity blasting the two in the pit.

vs 3 & 4: electric arc: 3d4 + 4 ⇒ (1, 2, 2) + 4 = 9 Basic Ref 21


| Extinction | url= |

GM Screen:

3: 1d20 ⇒ 20
4: 1d20 ⇒ 5
#3 vs. Johnny: 1d20 + 8 ⇒ (11) + 8 = 19
#3 vs. Johnny: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
#3 vs. Johnny: 1d20 + 8 - 8 ⇒ (20) + 8 - 8 = 20
P: 1d10 + 3 ⇒ (10) + 3 = 13
#4 Flat DC 5: 1d20 ⇒ 16
#4 vs. Johnny: 1d20 + 8 ⇒ (7) + 8 = 15
#4 Flat DC 5: 1d20 ⇒ 8
#4 vs. Johnny: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
Flat DC 5: 1d20 ⇒ 14
#4 vs. Johnny: 1d20 + 8 - 8 ⇒ (7) + 8 - 8 = 7

Griss smashes the necrophidius in the doorway with his flail, even if the spirits infusing him had little impact. Kang sends his staff into the pit, but it glances off of the bone construct. His lightning has mixed results: the first manages to slither completely out of the way (natural 20), the second is struck by the full force.

The snake behind Seelah begins to writhe and dance, threatening to entrance you all.

Down in the pit, the two necrophidiuses strike at Johnny, over and over. One manages to get in a lucky strike that sinks in very deep (natural 20 turns miss into hit, maximum regular damage). The one dazzled by the glittering dust seems to be having trouble and keeps bashing its head against Johnny's armor.

NOTE: I made a mistake last round with Johnny and the poison. He should have been paralyzed, but no take backs so we continue on. Henceforth I will apply the poison effect correctly on a failed save.

Encounter! Round 2. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Skeletal snake 2 (-45 hp)
Skeletal snake 3
Skeletal snake 4 (-9 hp; dazzled)
Seelah (Will DC 18 vs. Dance of Death (see below))
Knab (immune)
--3--
Horatio (Will DC 18 vs. Dance of Death (see below))
Zhao Kang (Will DC 18 vs. Dance of Death (see below))
Griss (heroism) (Will DC 18 vs. Dance of Death (see below))
Johnny (35/75 hp) (Fortitude DC 20 vs. poison/paralysis)

Dance of Death (Will DC 18):

Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius’s next turn.
Failure The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius’s next turn.
Critical Failure As failure, but stunned 3

Stunned: You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

Delaying until after Seelah (Flanking)!

Gracelessly, Knab topples himself into the pit!

"Hold on Johnny"

Falling with low gravity, if there is any noticeable dampening of the THWUMP with which he lands, he notices it here, and takes mental note. 25 feet down, planted on the breast of his plate, one strong arm pushes him back to a standing position - the other raises his clan dagger in anticipation of attack from the now-adjacent necrophidius.

◆) Leap (no skill feats)
◆) Stand
◆) Parry (to AC 25)

Envoy's Alliance

M Dhampir Dwarf Fighter 7 (Druid Archetype): Spd:20, Perc:15(17 for init), Darkvision, AC:24, HP:101/101, Fort:14, Ref:15, Will:13, Stealth:13.

fort: 1d20 + 12 ⇒ (19) + 12 = 31 being unaffected by poison or paralaysis, he stabs number 3 until destroyed, then goes to 4 hit: 1d20 + 14 ⇒ (6) + 14 = 20 dmg: 2d4 + 3 ⇒ (1, 3) + 3 = 7
hit 2: 1d20 + 10 ⇒ (9) + 10 = 19 dmg: 2d4 + 3 ⇒ (3, 4) + 3 = 10
hit 3: 1d20 + 6 ⇒ (10) + 6 = 16 dmg: 2d4 + 3 ⇒ (1, 3) + 3 = 7


| Extinction | url= |

Knab waits for Seelah to strike--or not, depending upon the strength of the champion's will--before he leaps into the pit to defend Johnny. He falls slower than expected and only skins his knees and palms (3 bludgeoning damage) after falling the twenty five feet.

Johnny fights on in the pit, cracking old, glued and wired bone again and again as he slowly wears down his foes.

Encounter! Round 2. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Skeletal snake 2 (-45 hp)
Skeletal snake 3 (-17 hp)
Skeletal snake 4 (-9 hp; dazzled)
Seelah (Will DC 18 vs. Dance of Death (see above))
Knab (73/76 hp) (immune)
--3--
Horatio (Will DC 18 vs. Dance of Death (see above))
Zhao Kang (Will DC 18 vs. Dance of Death (see above))
Griss (heroism) (Will DC 18 vs. Dance of Death (see above))
Johnny (35/75 hp)

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

THWIMP

Unexpected hang time squeezes a chuckle out of the dwarf before he lands with considerably less force than expected.

Rising with his clan dagger in a defensive hold, he points to the necrophidius between him and Johnny, and smiling through yellowed and missing teeth, curls that same plump, round, sausage finger upwards with the "come here" gesture, hoping to draw it's attention away from the battered dhampir.

Horizon Hunters

NG (male) human barbarian 7 | HP 120/120 | AC 25 (Raging: 24) | F +16 R +11 W +11 | Perc +11 | 25' | Active Conditions: 1 Resistance to Cold, Necrotic & Electricity, 2 to Hazardous Terrain and Environments

Will vs Dance of Death: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30

Griss slams his warfail into the nearest creature three times rapidly, hoping to put it down before it could poison him.

War Fail: 1d20 + 14 ⇒ (18) + 14 = 32Damage:Bludgeoning: 2d10 + 4 + 2 ⇒ (4, 9) + 4 + 2 = 19
War Fail: 1d20 + 14 - 5 ⇒ (8) + 14 - 5 = 17Damage:Bludgeoning: 2d10 + 4 + 2 ⇒ (2, 9) + 4 + 2 = 17
War Fail: 1d20 + 14 - 10 ⇒ (17) + 14 - 10 = 21Damage:Bludgeoning: 2d10 + 4 + 2 ⇒ (6, 6) + 4 + 2 = 18

I can only chose the special damage once per rage, so no negative damage this combat I guess.


| Extinction | url= |

Oh. I see I misread Griss' actions last turn. Should work for the better. Also, negative wouldn't work any better against these constructs.

Griss proves too stubborn to be entranced and promptly smashes the necrophidius next to him. This allows him to stride across the pit (EDIT:) into a flanking position with Knab and swing at the other necrophidius, cracking the construct's skull soundly but not destroying it.

Encounter! Round 2. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Skeletal snake 2 (-49 hp)
Skeletal snake 4 (-31 hp; dazzled)
Seelah (Will DC 18 vs. Dance of Death (see above))
Knab (73/76 hp) (immune)
--3--
Horatio (Will DC 18 vs. Dance of Death (see above))
Zhao Kang (Will DC 18 vs. Dance of Death (see above))
Griss (-3 hp off temporary hp; heroism) (immune)
Johnny (35/75 hp)

Envoy's Alliance

Male Hillock Halfling Cleric 8 of Halcamora HP 86/86 Hero Points 1/1 AC 24 (25 Shield) Saves F+15 R+14 W+17 Perc +16 Exploration Investigate Active Conditions: - Reactions: Recognize a Spell Divine Font used (0/4)

Will Save, Bonus from the Pre-scenario things: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27

It feels for moment that Phillipton may have drunk a bit too much wine as he feels a bit woozy. Phillipton staggers forward to the other side of this snake-thingy, and tries to burn it to pieces.

Spell attack vs 2, Flat-footed: 1d20 + 12 ⇒ (9) + 12 = 21
Fire Damage: 3d4 + 4 ⇒ (1, 3, 4) + 4 = 12


Will Save: 1d20 + 10 ⇒ (14) + 10 = 24

Seelah holds her self together long enough to spot knabs assist on the other side of the bone snake.

flanking brooooo

Longsword 1: 1d20 + 14 ⇒ (3) + 14 = 172d8 + 4 ⇒ (4, 4) + 4 = 12

Longsword 2: 1d20 + 9 ⇒ (18) + 9 = 272d8 + 4 ⇒ (3, 2) + 4 = 9

"We've almost bested them!"

Shield time.

◆ Strike
◆ Strike
◆ Shield


| Extinction | url= |

GM Screen:

Kang Will: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Flat DC 5: 1d20 ⇒ 7
Jaws vs. Knab: 1d20 + 8 ⇒ (13) + 8 = 21
Flat DC 5: 1d20 ⇒ 5
Jaws vs. Griss: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
Flat DC 5: 1d20 ⇒ 4

Horatio burns the necrophidius, reducing it to a pile of charred bones.

I'm just going to move on rather than revising Seelah's actions in hopes of making it to another encounter soon.

The necrophidius in the pit strikes out blindly. It slams its head against Knab, obligingly, and Griss. It also strikes at empty air, clearly its senses are impaired.

Encounter! Round 3. Bold may act.

Environment: Low Gravity
Bottom of pit 25 ft below main floor.
Note: climbing back up requires 1-action Athletics checks vs. DC 20. 1-10 = fall, 11-19 = no progress, 20-29 = 5 ft progress, 30+ = 10 ft progress.

Effects:

Skeletal snake 4 (-31 hp; dazzled)
Seelah
Knab (73/76 hp) (immune)
--3--
Horatio
Zhao Kang
Griss (-3 hp off temporary hp; heroism) (immune)
Johnny (35/75 hp)

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

Dead in his sights, Knab finishes the "bone snake" off with a studied combination blow!

◆) Analyze Weakness
◆◆) Strike x2

Cunning Clan Dagger (Versatile Blunt) w/ Sneak Attack (2d6) vs Necrophidius (Flanked): 1d20 + 15 ⇒ (10) + 15 = 252d4 + 4 ⇒ (2, 4) + 4 = 102d6 ⇒ (6, 3) = 9
Doubled Gauntlet (Agile, Blunt) w/ Sneak Attack (2d6) vs Necrophidius (Flanked): 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 282d4 + 4 ⇒ (3, 4) + 4 = 112d6 ⇒ (1, 3) = 4
Analyze Weakness: 2d6 ⇒ (3, 4) = 7

Optimistic, he then turns around with great curiosity and tries to "gravity jump" out of the pit!


| Extinction | url= |

Knab finishes off the last of the necrophidiuses with a well aimed blow to its constructed spine. He then jumps and rises much higher than normal--roughly six feet straight up--but nowhere near the depth of the pit. As he falls back down, he sees three necrophidiuses rising out of the bones but they're gone in a blink.

You can get yourselves out of the pit without further checks and then heal up.

Envoy's Alliance

M Dhampir Dwarf Fighter 7 (Druid Archetype): Spd:20, Perc:15(17 for init), Darkvision, AC:24, HP:101/101, Fort:14, Ref:15, Will:13, Stealth:13.

Johnny gets out of the pit. Yes, I need treat wounds again, I'm hoping this mission doesn't have a time limit with all these distortions.

Grand Archive

Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
Stats:
AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ Covering Stance (Mannak) | Reactions (↺): Call on Ancient Blood, Intercept Strike

Knab climbs out of the pit and tends to his own minor scrapes, and makes sure to "keep ahead" of Johnny for the coming corridors, turns, and forks of these next sections of the Maze.

Treat Wounds vs DC 15 (Medicine, Expert, 10 minutes): 1d20 + 13 ⇒ (4) + 13 = 172d8 ⇒ (5, 6) = 11

GM - please place Knab "ahead" of Johnny in Marching Order!


Seelah looks on helplessly unable to heal Johnny with the power of Iomedae.

let's see if there was anything more than snakes beyond these doors

Seelah does a cursory check of each of the doors not expecting to find much beyond them.

If nothing she falls back into marching order at the front and prepares to move onward.


Ezren | Male NG Medium Human Wizard 3 | HP 19/32 | AC 17 18 with shield raised | F +7 R +7 W +8 | Perc +6(T) | Default Exploration ( Searching) | Speed 25ft | Focus 1/1| Spells 1st 3/3, 2nd 2/2 |Hero Points: 1/3| Active Conditions: None

"Time limits!" Little Wekk snorts, unsure if the pun was intended or not - then on a whim "Heraxia!" he calls out the name, wondering if there is anyone there.

"Saw three more of those skeletal snakes - necrophidiuses was it?" he points the direction they went to "Should we give chase?"

Grand Archive

NG Male Tien Human Wizard (Universal) 6 | HP 56/56 | AC 22 (23 with mage armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 0/1 | Infused Reagents: 6/6 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 1/3 | Active Conditions: avoid notice

Kang spends a moment to study the remains of the snakes. "Hmm, interesting. Not animated by negative energy. Pure constructs, it seems."

He eventually realises that the party is moving on and quickly catches up.

"Why not?"

Horizon Hunters

NG (male) human barbarian 7 | HP 120/120 | AC 25 (Raging: 24) | F +16 R +11 W +11 | Perc +11 | 25' | Active Conditions: 1 Resistance to Cold, Necrotic & Electricity, 2 to Hazardous Terrain and Environments

"Seems like a thing we need to do." Griss replies to Moken. "At the very least we need to prevent other agents from running into those things."

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