[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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Ouch. That server outage was annoying.

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 VentureCaptain Armeline Jirneau spread the Pathfinders out, then reach out with hands, magic, and mind. “Now! Seal the rift!”

Your team must work together to seal your assigned time rift. Each of you can attempt one skill check. The options are as follows.

• Arcana to wield magical forces.
• Diplomacy to 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 to find supplemental components to help close the rift.
• Thievery check to detect weakness in the time rift's defenses.
• You can attempt an applicable Lore check to assist as well; the form this assistance takes depends upon the specific Lore skill.

Since completing this event in one round would require everyone to get a critical success and to try to catch up a little after the outage, after your first check, you may make a second check AND a Fortitude save.

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

Recalling an ancient dwarven sealing spell, Knab focuses his mind's eye and makes slow tracements of runic symbols with his hands for words such as "mend" and "tunnel" and "current" - his tracings gaining a glowing yellowish-orangish tinge, their geometry dilating upon initiation and spreading across the immediate area, sparking upon making contact with the invisible interference waves coming from the damaged rift site.

The magic is old - and what it lacks in comparative age it makes up for in thoroughness!

Seal Time Rift (Arcana, Expert) vs DC ??: 1d20 + 12 ⇒ (16) + 12 = 28
Seal Time Rift (Arcana, Expert) vs DC ??: 1d20 + 12 ⇒ (15) + 12 = 27
Fortitude w/ Call on Ancient Blood (+1) vs Time Rift (DC ??): 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25

Call on Ancient Blood:

LINK

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.

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 takes out a bottle of wine and sips it and begins praying to Halcamora.

Religion: 1d20 + 12 ⇒ (10) + 12 = 22
Religion: 1d20 + 12 ⇒ (11) + 12 = 23
Fortitude: 1d20 + 12 ⇒ (3) + 12 = 15


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Knab makes good progress mending the out of control energies. Halcamora heeds Horatio's call.

Rift Points: 2

I'm banking your second round rolls and will apply them in order.

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

1st Attempt: Arcana (Expert): 1d20 + 14 ⇒ (5) + 14 = 19 Going to Hero Point this
1st Attempt: Arcana (Expert): 1d20 + 14 ⇒ (10) + 14 = 24
2nd Attempt: Arcana (Expert): 1d20 + 14 ⇒ (20) + 14 = 34
Fortitude: 1d20 + 11 ⇒ (8) + 11 = 19

Kang wanders dangerously close to the rift, studying it with great curiosity, almost falling through at one juncture. Not that he noticed.

"Huh, maybe." He yanks out some parchment and quill and starts scribbling some obtuse symbols. The ink smudges over his fingers and, after a few absent-minded attempts to push his hair away from his face, all over his forehead as well. All this while with the screams and howls ripping through from the other side.

Once satisfied, he stands beside Knab and starts adding to the runic symbols, his eyes glowing with power...


Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25

Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17

Listen up fellow pathfinders! I think I've seen enough time magic for this lifetime eh? So let's send this thing packing and get back to living our lives the normal way... One day atta time!

Fortitude w/ Divine Grace: 1d20 + 14 ⇒ (7) + 14 = 21


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Seelah spurs on her fellow Pathfinders. Kang manipulates the arcane forces, assisting Knab in welding the rift together.

Rift Points: 4


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Johnny Sniper's Arcana (T): 1d20 + 8 ⇒ (11) + 8 = 19
Griss Thisslethorn's Nature (E): 1d20 + 9 ⇒ (3) + 9 = 12

Despite your best efforts, the rift is not yet closed. The energy around the rift begins to lash out with wild arcs of blue and white energy.

Applying the banked rolls now.

Knab continues to force the arcane weaves to his will. Halcamora continues to grant her divine support to the efforts. Kang demonstrates impressive control in handling the flows of energy.

Rift Points: 8

Cold: 3d8 ⇒ (2, 7, 3) = 12

Knab and Seelah are frosted by the energy (6 Cold Damage). Horatio and Kang are chilled to the bone as the energy lances directly through them (12 Cold Damage).

You need 12 Rift Points to seal the rift. You have 8. Additional attempts to close the rift should be accompanied by a Fortitude save.

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

Getting the hang of spelling out runes he can't verbally pronounce (but has committed to memory), Knab leans into the knowledge he has rendered into glowing form by iterating on his iteration: Clutching his fingers together, he tries to retrace the movements by closing his eyes!

GM - Would Knab be able to gauge whether Assurance 20 would be sufficient? Is it appropriate for him to make a 3rd round check?

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 try again nature: 1d20 + 9 ⇒ (5) + 9 = 14 fort: 1d22 + 10 ⇒ (16) + 10 = 26

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


Here's to see if we can still get it :)

Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14

Fort: 1d20 + 14 ⇒ (2) + 14 = 16


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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?”

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)

"They call me Phillipton, mum, and we're members of what's called the Pathfinder Society," Phillipton bows, "We're explorers and adventurers, and quite frankly, we don't know exactly where we are. There's some sort of beacon around here that's causing one of our artifacts to... I believe the term is 'fritz out'."


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"The... Pathfinder Society? That sounds familiar but, um, not quite right," Heraxia says slowly with a puzzled expression. She shakes her head as if to shake away the cobwebs. "Is it the Eternity Arch? I've been working on that to try to get home. Oh. I should explain. I'm from what is, I believe, for you, the distant future. I got separated from my bonded partner, Felise, a rhyphorian, while we were exploring time and a pack of insect-eyed dogs attacked us."

I'll give you some more time to ask questions or make Society checks to recall knowledge about Heraxia's ancestry or rhyphorians.

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.

Pathfinder society, you've heard of us, but only slightly, I guess they need to teach history better. Really? What group are you from? How do you know you are in the past in not just on another plane or planet from a teleportation spell? I do want to know some things. Is magic even better in the future? Is there anything out there faster than a cheetah?
Society +8, go ahead and roll it as a secret check. If there is critical failure info, I'd rather not know I rolled it, they can be hilarious sometimes.


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Johnny:
She looks like a wyvaran--the result of dragons magically cross breeding wyverns with kobolds. They're pathological liars.

"Felise and I were exploring through time when we were separated," she explains. "There's a phenomenon called the Gap. All history before a few centuries ago--and its different for different people or libraries--is gone. We had tried to go to the past to learn about the planet Golarion. We had explored hundreds of planets, all of the planes we could want to explore, and even traveled through time to the future. The past, especially the pre-Gap past, was uncharted territory.

"Well, anyhow, Felise found the Eternity Arch in the future, and I found it in the past," she continues. "I've been tinkering with it try to get it to allow an actual body to pass through time. I've got it modified enough that if I can get this stasis post fixed, I could pass through in it and get transported back to my time. Will you help me?"

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

"The Gap" our aged dwarven hero begins, feeling the part of his spotted head where he combs over 1d6 ⇒ 1 strands of wispy grey hair "According to you, is a Timeline which we have yet to experience, and which you are unable to remember experiencing, for the records of all peoples have an overlapping Omission? I would guess that, perhaps, if some traditions are Oral in nature, there might survive something useful. But I digress. My name is Knab, Herexia, and somehow your experiments have worked, for here we stand. And yet, it seems our paths diverge from here, for we are under orders from our Society to correct whichever mistake brought us here - the same mistake which you seem to want to repeat"

He lets that sit in the air a moment before "What is your Purpose in wanting to travel?"

Society (*) +10 for both Heraxia's ancestry and rhyphorians, please!


Indeed, and what does this sarcophagus have to do with everything? Believe it or not we've seen it before....

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

Knowing he's not the best at diplomacy, Zhao Kang hangs back but studies the creature with keen interest.

Society +11


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GM Screen:

Knab: 2d20 ⇒ (11, 1) = 12
Kang: 2d20 ⇒ (2, 20) = 22

Knab:

While Heraxia is obviously structurally related to dragons, you cannot say that you have ever met, read, or heard about such beings as her.
Rhyphorians are a rare race of humanoids who have ears so large that they can use them to fly.

Kang:

Heraxia appears to be a wyvaran. Dragons magically cross bred wyverns with kobolds to create winged, draconic humanoids. This must be what they look like in the distant future.
Rhyphorians are an alien people from the planet of Triaxus. Their physical appearance changes with the seasons from hairless to furred, but they are otherwise rather elf-like in appearance if not as tall.

"I want to get home and back to Felise. The sarcophagus is a stasis pod," Heraxia begins to explain. "Once I am inside it, it will sustain my body for as long as the power supply lasts. Normally, it appears, the Eternity Arch only allows a person to send their consciousness through time to witness events. However, my modifications have linked the Eternity Arch in this time with the Eternity Arch in the time where Felise is and will, now, allow inanimate objects to pass through time. By suspending myself in stasis within the pod, I can pass through the gate and reunite with Felise."

She gestures at the stasis box. "I could use some help getting it functional."

Repairing the Stasis Pod

Each PC may make TWO checks (they can be the same skill).
Crafting or an applicable Lore are the most appropriate skills.
Arcane, Medicine, or Thievery are slightly more difficult.

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

"Eh, I guess I can try. Now, if you needed skilled heavy lifting, that I could do."

I don't have any of those skills, except through Clever Improvisation, which would NOT help if there is a penalty for failure.

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)

"I know how to patch a few things up," Phillipton volunteers.

Medicine: 1d20 + 15 ⇒ (12) + 15 = 27
Medicine: 1d20 + 15 ⇒ (10) + 15 = 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.

Let me figure it out. crafting: 1d20 + 10 ⇒ (17) + 10 = 27
crafting: 1d20 + 10 ⇒ (8) + 10 = 18


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We have until tomorrow night to attempt all of the aid missions, so I'm going to put the rest here so you can attempt them all in one post.

Repair

Repair Mission: 3 of 6 Successes

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! ”

Most appropriate skills are Acrobatics or Athletics.
Other options include Crafting, Survival, or a Lore applicable to creating a conveyance.

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.”

Most appropriate skills are Nature, Stealth, or Survival.
Other options include Athletics or Crafting to create barriers.

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

Transport
"Finally, something I am good at!"
Athletics: 1d20 + 13 ⇒ (8) + 13 = 21
Athletics: 1d20 + 13 ⇒ (7) + 13 = 20

Defense
Survival: 1d20 + 7 ⇒ (7) + 7 = 14
Survival: 1d20 + 7 ⇒ (3) + 7 = 10

Only if needed:

Repair
Crafting: 1d20 + 4 ⇒ (4) + 4 = 8
Crafting: 1d20 + 4 ⇒ (7) + 4 = 11

WOW, such bad rolls, six dice and the HIGHEST was an 8.

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)

Transport
Survival: 1d20 + 12 ⇒ (2) + 12 = 14
Survival: 1d20 + 12 ⇒ (3) + 12 = 15

Defense
Nature: 1d20 + 12 ⇒ (13) + 12 = 25
Nature: 1d20 + 12 ⇒ (9) + 12 = 21

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.

Athletics transport athletics: 1d20 + 12 ⇒ (7) + 12 = 19
Defense stealth stealth: 1d20 + 11 ⇒ (8) + 11 = 19

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

"You're master, Herexia - this Felise - one of those large-eared-winged Rhyphorians - are you sure you feel safe using your body as an experimental transport? Let me check those seals..." He pulls out his tools.

Repair Stasis Pod
Crafting (Trained): 1d20 + 10 ⇒ (2) + 10 = 12
Crafting (Trained): 1d20 + 10 ⇒ (10) + 10 = 20

"Alright then, two, three, and Heave!" the dwarf's tremendous (if rounded) physicality is put on display when he carries the sarcophagus to the launch pad.

Transport STasis Pod
Athletics (Trained): 1d20 + 12 ⇒ (5) + 12 = 17
Athletics (Trained): 1d20 + 12 ⇒ (19) + 12 = 31

He examines the immediate area, clan dagger in hand, to make sure the loading and unloading are undisturbed.

Defend Stasis Pod
Nature (Expert): 1d20 + 12 ⇒ (12) + 12 = 24
Nature (Expert): 1d20 + 12 ⇒ (14) + 12 = 26

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.

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 stares in fascination at Heraxia, trying to picture how the wyvern might crossbreed with a kobold. But he eventually gets down to business.

Repair
Something else fascinating to study! And maybe one that won't go *boom*. Kang practically jumps at the opportunity to tinker with the stasis box.
crafting (expert): 1d20 + 13 ⇒ (19) + 13 = 32
crafting (expert): 1d20 + 13 ⇒ (8) + 13 = 21

Transport
Not being particularly stout of body, Kang nonetheless puts his agility to some use, helping to steer and guide the pod where it needs to go.
acrobatics: 1d20 + 11 ⇒ (6) + 11 = 17
acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24

Defence
"What? Danger?" Almost instinctively, Kang finds a safe spot to hideaway.
stealth: 1d20 + 11 ⇒ (4) + 11 = 15
stealth: 1d20 + 11 ⇒ (11) + 11 = 22


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"Felise isn't my master, she is my partner, my equal," Heraxia corrects Knab. "Have you seen her, then? I don't think her ears are bigger than any other rhyphorian, but being without an external ear, I may have a different perception."

After quite a bit of tinkering, you manage to get the stasis coffin into what Heraxia declares working order. Success

Transporting it is slow going, though. (4/6, including the penalty from the critical fail)

Once you finally make it back to the ovoid chamber, you work on the defenses to the best of your ability. (5/6)

In case anyone would like to use a Hero Point:
Griss: your 10 on Survival for Defense is a critical failure
Knab: your Athletics on Transport is a failure.
Johnny: Both your Transport and Defense rolls are failures, but you also have 1 roll of each left to make.
Horatio: Both of your Transport rolls are failures.
Kang: Your Acrobatics 17 and Stealth 15 are failures.

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

Done.
Survival: 1d20 + 7 ⇒ (8) + 7 = 15


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You're now 5/6 and 5/6 in both the last two aid missions. House is 32/34 successes required.


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Johnny Botting
Athletics: 1d20 + 12 ⇒ (20) + 12 = 32
Stealth: 1d20 + 11 ⇒ (4) + 11 = 15

That will complete Transport.

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.


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“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!”

Choose: Combat Encounter or Skill Encounter.

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)

Combat Combat! Wombat Combat!

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

Sensing the cracking stone whirling through temporal maelstrom, Knab hesitates for zero seconds to plunge himself into the rift - crouched low and "surfing" on a slab into an unknown wave!

Skills!

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.

Skills encounter. They are faster.


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The time rift in front of you is 40 feet long and 20 feet wide at its center, then narrows at its edges to 5 feet wide. There are eight Pathfinders are in danger of falling into the time rift. Six cling to the tiled floor at the edge of the rift, with their bodies dangling into it. One climbed partway up a pillar whose base has disappeared into the rift; they are 15 feet in the air. The final Pathfinder holds onto a rope tied to a grappling hook.

Each creature within 10 feet of the time rift is slowed 1 for as long as they remain in the area, unless they succeed at a DC 20 Fortitude save. All squares adjacent to the time rift are difficult terrain and uneven ground (Acrobatics DC 19).

Red Border Pathfinder agent is at the top of the pillar 15 feet in the air.
Blue Border Pathfinder is dangling at the end of the rope, his token marks the location of the grappling hook.

Encounter Mode. Round 1.

Everyone is Up

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

Fortitude vs Time Rift (DC 20): 1d20 + 11 ⇒ (7) + 11 = 18
Acrobatics vs Balance (DC 19): 1d20 + 11 ⇒ (11) + 11 = 22

Knab rushes forward to grab the nearest person!

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

Thinking of summoning a giant fly to fly to the one 15 ft in the air. If it fails its fortitude save though, it would only have 1 action each round, but I can summon it next to the agent, he climbs on it, and the fly can fly back in 1 round 40ft fly speed. Subsequent rounds it could keep ferrying the rest. Any flaw in my plan?

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 move to get a better look at the rift and will look for paths up to climb to point out to the pathfinder climbing up.

Survival: 1d20 + 12 ⇒ (18) + 12 = 30

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.

First Johnny cast fleet step on himself to make his speed 50. Then moves around to get to blue, he doesn't actually get within 10 feet of the rift until his very last step, thus avoiding difficult terrain most of the way.
fort: 1d20 + 12 ⇒ (3) + 12 = 15

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

Fort vs Time Rift: 1d20 + 12 ⇒ (19) + 12 = 31

Moving as quickly as he can (without raging) Griss moves forward and begins pulling agents out of the rift.

I'm guessing Athletics here. With one action to move, I am essentially trying to rescue two of the closest agents. I have Hefty Hauler and Titan Wrestler if it matters.

Athletics, attempt 1: 1d20 + 13 ⇒ (10) + 13 = 23

Athletics, attempt 2: 1d20 + 13 ⇒ (12) + 13 = 25


Seelah bounds forward to grab the extra pathfinder leftover from Griss' haul.

Fort: 1d20 + 12 ⇒ (14) + 12 = 26

Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16

If seelah gets to grab anyone:

Athletics: 1d20 + 11 ⇒ (10) + 11 = 21


| Extinction | url= |

I think I managed to avoid explaining Uneven Terrain to you due to condition bonuses by the time we got to the map that had it.

Uneven Terrain--the squares adjacent to the rift--require a Balance action and Acrobatics check to move onto or you fall prone (or you can just move onto them and accept falling prone, which probably isn't awful because that's a fairly decent position to be in when pulling people up).

Knab is slowed down by time echoing around him and finds himself having to run steps that he already ran (or at least thinks he ran, or maybe will run) but is able to carefully approach the edge of the rift where the tiles and reality warp and buckle.

Johnny runs around the long way of the rift but falls as he moves onto the warping reality at the edge. Griss focuses through the echoes of time but falls at the edge of the rift as well. However, he is able to reach down, muscles bulging, and heft two of the Pathfinders out of the rift. Seelah is confounded by the echoing of time and repeated steps. She tries to move more carefully onto the warping tiles at the edge of the rift, but she falls to the ground as well.

Horatio tries a more advisory approach and is able to guide one of the Pathfinders at the far edge of the rift to sturdy handholds, and the Pathfinder is able to climb out and flee.

GM Screen:

Fly: 1d20 + 6 ⇒ (4) + 6 = 10

Kang summons a fly next to the agent on the pillar, but it is disoriented and it has to spend all its energy hovering so that the Pathfinder agent can find a secure handhold and muster up the courage to let go of the pillar.

The grappling hook breaks off the seam it was precariously holding, and Johnny watches in horror as the rope begins to slide past him. Then the grappling hook snags on a tile just next to Johnny. The ground could warp and cause it to lose its grip any moment! The Pathfinder dangling at the end of the rope in the rift stares wide-eyed and terrified up at Johnny, silently pleading to be saved.

Round 2.

Everyone within 10 ft of the rift must make a Fortitude save or be slowed 1. This only lasts 1 round, so you make it every time you're within the affected area to see if you're affected that round.

Knab
Seelah (prone)
Griss (prone)
Kang
>Fly with Pathfinder over rift
Horatio
Johnny (prone)

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

Fortitude vs Time Rift (DC 20): 1d20 + 11 ⇒ (10) + 11 = 21
Acrobatics vs Balance (DC 19): 1d20 + 11 ⇒ (3) + 11 = 14
Athletics to Grab (DC ??): 1d20 + 12 ⇒ (10) + 12 = 22

Knab continues to rush forward and grab the nearest person!


| Extinction | url= |

Kang slips and falls in the process of hauling up the last Pathfinder on the near side, but the important thing is that the agent is safe.

Since you made your save, you could use your next action to stand back up.

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