[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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I'll start you on the next encounter in a couple hours.

Status

Griss (88/88 hp)
Kang (48/48 hp)
Knab (76/76 hp)
Johnny (54/75 hp)
Seelah (78/78 hp)
Horatio (66/66 hp)


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GM Screen:

Johnny Sniper's Perception (E): 1d20 + 11 ⇒ (10) + 11 = 21
Knab's Perception (E): 1d20 + 12 ⇒ (16) + 12 = 28
Phillipton's Perception (E): 1d20 + 14 ⇒ (10) + 14 = 24
Zhao Kang's Perception (T): 1d20 + 13 ⇒ (17) + 13 = 30
Griss Thisslethorn's Perception (E): 1d20 + 9 ⇒ (8) + 9 = 17
Dudith Pregen (Seelah)'s Perception (T): 1d20 + 8 ⇒ (5) + 8 = 13

With the dinosaurs out of the way, you can make your way toward the Eternity Arch, which has begun to overload. Arcs of lightning erupt periodically from the arch. Four time rifts exist in close proximity to the arch, their purple spirals warping reality at their edges. If the rifts are not sealed and the Eternity Arch explodes, who knows what could happen?

Encounter. Round 1. Bold may act.

Environment: The Red "R" is a rift that needs to be sealed.
[ooc]Each rift needs to be sealed with a 2-action Disable activity using Thievery, Arcana, Nature, Occultism, or Religion. Alternatively, using Crafting to Disable, you can fashion some way to divert the electricity from the Arch from striking the rifts and empowering them.

NOTE: If you move into the Green Zone, give me a Reflex save and then carry on (it won't kill you if you fail/crit fail, yet).

Also give me another Reflex save at the end of your turn if you're still in a Green Zone.

Zhao Kang
Knab
Johnny
Horatio
Griss
Seelah
Eternity Arch

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 | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

Striding forward, Knab goes to lay his nubby fingers on the first rift, shocking the three strands of wispy hair on his head into an electric corona!

Reflex vs Green Zone (DC ??): 1d20 + 12 ⇒ (16) + 12 = 28

◆) Stride
◆◆) Disable

Disable Rift (Thievery, Expert) vs DC ??: 1d20 + 13 ⇒ (2) + 13 = 15
Hero Point!
Disable Rift (Rhievery, Expert) vs DC ??: 1d20 + 13 ⇒ (4) + 13 = 17

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

Seeing Knab struggling with the nearest rift (I'm presuming Knab's rolls fail), Kang grits his teeth and pushes his way towards the same.

Reflex: 1d20 + 13 ⇒ (15) + 13 = 28

Then wracking his brains, he studies the patterns of the rift while trying to manipulate the threads in an attempt to destabilise them.
Arcana (Expert): 1d20 + 14 ⇒ (15) + 14 = 29

EOT: Reflex: 1d20 + 13 ⇒ (16) + 13 = 29

For the crafting check, we have to be standing next to the arch?


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Quote:
For the crafting check, we have to be standing next to the arch?

Adjacent to a rift.

Zap vs. Knab: 1d10 ⇒ 6
Zap vs. Kang: 1d10 ⇒ 2

Knab's skin tingles as tiny arcs of electricity scatter from the rift. One of them hits him and stings a little. Unfortunately, he is unable to figure out the rift despite his effort.

Kang walks in, barely registering the little arcs of electricity that strike him and promptly shuts down the first rift!

Thunderous lightning arcs from the arch into each of the rifts.

Speeding us along since this is the last day.

Encounter. Round 2. Bold may act.

Environment: The Red "R" is a rift that needs to be sealed.
Each rift needs to be sealed with a 2-action Disable activity using Thievery, Arcana, Nature, Occultism, or Religion. Alternatively, using Crafting to Disable, you can fashion some way to divert the electricity from the Arch from striking the rifts and empowering them.

NOTE: If you move into the Green Zone, give me a Reflex save and then carry on (it won't kill you if you fail/crit fail, yet).

Also give me another Reflex save at the end of your turn if you're still in a Green Zone.

Zhao Kang (-1 hp)
Knab (-3 hp)
Johnny
Horatio
Griss
Seelah
Eternity Arch

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 | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

Striding further, Knab Knab selects a different tool this time to apply to the second rift, again shocking himself as he hustles along, grounding the temporal electricity with his stubborn body!

Reflex vs Green Zone (DC ??): 1d20 + 12 ⇒ (12) + 12 = 24

◆) Stride
◆◆) Disable

Disable Rift (Thievery, Expert) vs DC ??: 1d20 + 13 ⇒ (5) + 13 = 18

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 dashes forward, braving the electricity, hoping that Halcamora's grace will solve this problem.

Reflex Save: 1d20 + 11 ⇒ (16) + 11 = 27
Religion: 1d20 + 12 ⇒ (15) + 12 = 27

End of Turn: 1d20 + 11 ⇒ (18) + 11 = 29

Grand Lodge

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

**HOUSE GM ANNOUNCEMENT**

“Done!” Heraxia shouts. “Get out of here before—” Heraxia’s words are cut off as she disappears completely, shuddering back into existence a few moments later with a tear-streaked face. Looking confused, she shakes her head, then eyes the vault door with determination. “Seal me inside the vault, then go!”

As the surviving Pathfinders flee through into the Maze of the Open Road, Venture-Captain Armeline and Eando Kline hurry to the vault door, dragging it shut and sealing Heraxia inside the ovoid chamber.

Pathfinders gather inside the Maze of the Open Road, bloodied but alive. As time passes, nervousness flutters through the crowd. Suddenly, Armeline and Eando tumble into the Maze, panting from exertion. “It’s done,” Eando grunts.

“Wait,” Armeline interjects. “We need to give her time to leave...” After a few minutes, Armeline steps through the portal that led to Akiton. She returns moments later, smiling. “It worked! The Maze of the Open Road is repaired. We did it!”

A cheer goes up among the Pathfinders.

“It’s time to go home.”

---------

The surviving Pathfinders travel through the Maze of the Open Road, back to Woodsedge Lodge. As medics tend the wounded and fresh food circulates among the returning heroes, Venture-Captain Armeline Jirneau takes the podium. “Congratulations, Pathfinders! Each and every one of you has performed exceptionally, showing bravery in the face of danger and teamwork throughout uncertain, desperate, and—let’s face it—downright strange events. You should be proud of yourselves.

“On behalf of myself, Heraxia, and the Pathfinder Society, thank you for your efforts. I can’t tell you what will happen with Heraxia and Felise, but your deeds here today will echo into an unknowably distant future. And as for the present, well, I’m sure everyone back at the Grand Lodge will be eager to hear the tales of what you have accomplished here today.”

That concludes the adventure! Thanks for playing, everyone, and especially all the Table GMs whose hard work made this event possible.

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