GM Bret’s NostalgiaCon Fate in the Future (Tier 7-8) (Inactive)

Game Master BretI

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Envoy's Alliance

Gnome Rouge 9 | HP 98, AC 27; F+16, R+20, W+15 | Perc +16, Low-Light | explore: Avoid Notice +19 w/Chameleon

Status: HP 78 - 19 cold = 59hp

I apologize for missing Friday's post. I assume we don’t have time to treat wounds yet.

Breaking free of the rime that formed over the small Gnome by the time rift, Gib gets his bearing and continues to mimic what Dr. Lazarus is doing despite his teeth chattering.

Likely taking another blast of cold the gnome shivers as he continues to help close the time rift copying the Dr’s lead despite his noticeable shaking. ” Ssssoooo Clooosss, Nnnarrly Thearrr.”

two rounds more:

performance: 1d20 + 14 ⇒ (7) + 14 = 21 Can I use the +1 Reasurance bonus from the rewards page?
fort vs cold: 1d20 + 11 ⇒ (10) + 11 = 21

performance: 1d20 + 14 ⇒ (4) + 14 = 18
fort vs cold: 1d20 + 11 ⇒ (16) + 11 = 27

Unexpected Shift ⤾ Trigger You would take damage from an attack, spell, or another effect.
1st cold damage flat DC16 check: 1d20 ⇒ 2
2nd cold damage flat DC16 check: 1d20 ⇒ 9
3rd cold damage flat DC16 check: 1d20 ⇒ 16 success DR 7 vs triggering damage.


The Festering Blot | Tarnbreaker’s Trail

Rift Cold Damage: 4d8 ⇒ (8, 2, 6, 1) = 17

Natesh helps close the rift while avoiding some of the cold damage.

Lizzo gets too close, taking the full cold damage which interferes with his ability to help close the rift.

Dr. Lazarus is off his stride it appears. He take full cold damage and isn’t able to help close the rift.

Astrid is able to help mend the rift a bit and avoids the worst of the cold damage.

A passing agent suggests that Gib pay more attention to his footwork. With that tidbit of advice, he is able to help close the rift. Unfortunately he takes the full force of the cold.

3 successes at end of third round of rift closure

Cold from rift: 4d8 ⇒ (4, 5, 7, 5) = 21

Natesh continues to aid in the closure, but gets a bit too close and takes full cold damage.

This time Lizzo has his distance and placement right! He avoids the worst of the cold while helping close the rift.

Dr. Lazarus decides to use some principles he had read of the Riftwardens using. It works really well, but he got too close and takes full cold damage.

Astrid is able to avoid the worst of the cold, but even with an extraordinary effort isn’t able to make any progress in her efforts to close the rift.

Gib phases out of reality at an inopportune time, throwing off his efforts to close the rift but protecting him from the freezing cold.

7 points towards closing the rift. Probably need one more turn.

Up to you if those with Battle Medicine want to use it. Since it is one action, you could do that and make the attempt to close the rift.

Think I’ve applied damage correctly. Please point out any errors in the discussion thread.

Status:
Natesh 38 damage
Dr. Lazarus 37 damage
Astrid 34 damage
Gib 39 damage
Lizzo 36 damage

It is likely you only need one more turn to get another success.

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

In spite of the frigid blasts of cold, Dr. Lazarus doesn't leave his post. Instead, he shares, "This is not unlike the rifts that my colleague, Professor Sherman Peabody, told me about." After getting curious looks, he adds, "He's a riftwarden" as if it's all too obvious.

The Doctor continues, "When guarding these inter-planer rifts, we must modify the non-linear vectors with respect to the instantaneous rate of change, in radians, of the angle of aperture." He smiles. "It's all so elementary, if you put your mind to it." Receiving blank stares, he does his best to put it in layman's terms. "Make sure the timey-wimey thing doesn't get bigger." He shakes his head.

Fortitude + Detectives Readiness: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Loremaster Lore (Riftwarden Lore) + Lead: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27

If we think this will require another round, he'll do Battle Medicine on himself this round. But, if there's a good chance we succeeded, he'll wait to do a proper Treat Wounds with Gib.

Envoy's Alliance

Gnome Rouge 9 | HP 98, AC 27; F+16, R+20, W+15 | Perc +16, Low-Light | explore: Avoid Notice +19 w/Chameleon

Status: HP 59 - 21 - (10-7dr) = 35 / 78 hp.

The icy Gnome continues to try and close the time rift despite the cold " I undddersstand ssssome yetttisss fffinddd gnommme sssiccclesss deliccciousss."

one more round:

Dazzled condition (concealed ) DC5: 1d20 ⇒ 17 pass
performance: 1d20 + 14 ⇒ (17) + 14 = 31
fort vs cold: 1d20 + 11 ⇒ (11) + 11 = 22

Unexpected Shift ⤾ Trigger You would take damage from an attack, spell, or another effect. Success: gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.
cold damage flat DC16 check: 1d20 ⇒ 11 no effect.

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 7 | HP 80/80 | AC 23, Shield 24 | Fort +12, Ref +15, Will +12 | Perc +11 (E) | Explore: Search Speed 25 ft | Hero 0 | Focus 1| Spells 1st 4/4, 2nd 3/4, 3rd 2/4, 4th 2/3 |

Natesh is chilled to the bone the frigid cold that slams into his exposed skin. He starts to flee, but seeing his allies standing firm gives him pause as tries to hold out for another moment.

Behind chattering teeth he manages, "Should I be taking notes D-doctor? I don't think I-I can handle this test much longer!"

Natesh focuses on a moment in the future to seek a vision of a future moment where he already has some solution.

Casting diviner's sight on self.
Diviner's Sight: 1d20 ⇒ 9

"That's not the greatest future, but maybe it will be enough."

After a moments debate he follows the vision he saw to continue aiding in the ritual sealing.

Arcana (diviner's sight): 9 + 18 = 27
Fortitude: 1d20 + 12 ⇒ (6) + 12 = 18

If able, Natesh could use a bit of battle medicine this round. He might be still standing after another blast, but it would depend on the damage he takes.


The Festering Blot | Tarnbreaker’s Trail

With the efforts of Dr. Lazarus, Gib and Natesh the rift closes.

the overseer will make the actual announcement.


The Festering Blot | Tarnbreaker’s Trail

Status:

Natesh 59
Dr. Lazarus 37 damage
Astrid 34 damage
Gib 39 damage
Lizzo 36 damage

Rift is closed, so no damage for this round. Go ahead and treat wounds.

Envoy's Alliance

Gnome Rouge 9 | HP 98, AC 27; F+16, R+20, W+15 | Perc +16, Low-Light | explore: Avoid Notice +19 w/Chameleon

Status: HP 43+29+5+9 = 78 max hp.

Brushing the frost off of himself, Gib Looks around " Anyone wants some hot tea?"

Gib begins treating wounds on the most frostbitten of the team, "Dr. Can you take care of Astrid? Liability rules prevent me from treating more than four." The Gnome makes a warm herb tea to drink and puts some healing paste on the frost-bitten skin.

10 min of Treat wounds:

Medic heals 2d8+15 at DC20
Risky Surgery does 1d8 damage, but treating wounds success is treated as a critical success.
Continual Recovery - immune for only 10 minutes instead of 1 hour.
Ward Medic - treat up to four targets.

Treat Wounds on Natesh, Dr. Lazarus, Gib, and Lizzo

Treat Wounds w/Risky Surgery & assurance 23 vs DC20: -1d8 + 4d8 + 15 ⇒ -(7) + (6, 6, 2, 7) + 15 = 29 Healing

Godless Healing - Gib recover an additional 5 Hit Points from a successful Treat Wounds

Status:

Natesh 59-29 = 30 damage
Dr. Lazarus 37-29 = 8 damage
Gib 39 - 29-5 = 5 damage
Lizzo 36-29 = 7 damage

Astrid 34-10 Aeon stone = 24 damage plus any healing from Dr. Lazarus.

GM. Are we limited to 10 minutes of treat-wounds or can we do 20 minutes?

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


The Festering Blot | Tarnbreaker’s Trail

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 and sees you. “Oh good! Your back! We have met before, right?

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

As the rift closes, for good this time he hopes, Dr. Lazarus smiles. He puffs out his chest just a bit, feeling that his very specific Riftwarden Lore was crucial in completing the task. The Doctor joins Gib in tending to the wounded.

10 Min of Treat Wounds:

Dr. Lazarus works on the following four people: Gib, Natesh, Astrid, and Lizzo.

Treat Wounds (expert) DC 20: 2d8 + 10 ⇒ (5, 2) + 10 = 17
Assurance => 23, Ward Medic, Continual Recovery

Status:
Natesh 59 -29(Gib)-17(Laz) = 13 damage
Dr. Lazarus 37 -29(Gib) = 8 damage
Gib 39 -29-5 (Gib) -17 (Laz) = full
Lizzo 36 -29(Gib) - 17(Laz) = full
Astrid 34 -10(Aeon stone) -17(Laz) = 7 damage

As Gib said, with another 10 minutes (or with Battle Medicine), either Gib or Lazarus can finish it off.

Dr. Lazarus marvels at the oddities of the space-time continuum when Heraxia re-appears.

From earlier in the timeline...
Society + Lead, DC 25: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33

Recognizing her species immediately, he imagines he's contributing to the odd echoes from the time rift, when he repeats his earlier conversation.

In Draconic, he says, "Greetings. Yes, we've met. We're Pathfinders. Here to investigate. We mean you no harm." Switching to Common, "I'm Dr. Lazarus, a renowned forensics professor. Perhaps you've heard ... well, no, probably not." He pauses and continues, "So you're Heraxia. We heard voices from the rift calling your name. If I'm not mistaken ... which I rarely am ... you are a Dragonkin. Your ancestors are from ... Triaxus." He considers and adds, "You're far from home. Or we are. Perhaps we can help each other. What brings you here?" He bows as a sign of respect and waits patiently.

Horizon Hunters

M Lizard Fighter 7 | HP 85/85 | 24AC | F+12 , R+15, W+14 | P+16 (visual +17, init +18) | Avoid Notice: +20 | Hero 0

Lizzo graciously accepts a cup of warm tea along with several new bandages. As Gib turns to treat another, he gives a nod to Dr. Lazarus for a splash of his brandy.

Just as feeling begins to creep back into his toes, time starts playing its nasty tricks again. The reappearance of a dragon causes a double take, dribbling most of the hot tea down his chest.

Horizon Hunters

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F Human CG | Fighter 11 | ◆◇↺ | HP 162/162 shield h13 104/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
Gib Gnome in Black wrote:

Status: HP 59 - 21 - (10-7dr) = 35 / 78 hp.

The icy Gnome continues to try and close the time rift despite the cold " I undddersstand ssssome yetttisss fffinddd gnommme sssiccclesss deliccciousss."

Astrid chuckles at the gnome's discomfort.

"Ha! You think this is cold do you Gib? You should have been with us when that blizzard hit us just south of the Crown of the World a few years ago. It was so cold we had to light a second fire to thaw out the first one. When we spoke our words froze as soon as they left our mouths. We had to cook them in a frying pan just to hold a conversation."


The Festering Blot | Tarnbreaker’s Trail

Hero Point to Natesh

DC 25 Society:
Ryphorian: Ryphorians are so prevalent on Triaxus that those from other planets sometimes refer to them simply as Triaxians. Ryphorians' physical characteristics depend upon the season of their birth, with summerborn ryphorians having dark skin and winterborn ryphorians having white fur. These features come in handy, as Triaxus's seasons last for several centuries.

Heraxia and her bonded partner Felise are from the planet Triaxus. Felise is a ryphorian. They went on many adventures together, but Heraxia can’t remember the details. The adventures kept getting bigger, bolder, and more dangerous. They explored other worlds, planes, and eventually other times.

Their travels through temporal byways attracted the attention of dangerous beasts including bug-eyed hounds. Fleeing the hounds, they got separated. Heraxia thinks Felise returned to her own time while she is stuck here in the distant past.

They have retained their ability to communicate empathically, but it is rare and for only a short period. In the years since their separation, they’ve used numerous artifacts, magical rituals, and experimental technology to try to bring Heraxia back to the future, all in vain.

Fortuitously, they've both recently come across a magical artifact known as the Eternity Arch in their respective timelines and believe it could at last provide an answer to their long isolation. Though the arch was originally intended for psychic transference across time, Heraxia has found a damaged stasis pod transplanted here from another time. Once repaired, it should serve as the perfect vessel for Heraxia to travel through the Eternity Arch to her home time.

Both Felise and Heraxia have been independently experimenting and modifying the Eternity Arch to accommodate Heraxia's journey. This is why the arch is resonating with Heraxia. Heraxia suspects once she's returned to her time, the Eternity Arch should return to dormancy, and the Pathfinder's Maze of the Open Road will revert to its typical function.

The transition through time has muddled her memories of the future.


The Festering Blot | Tarnbreaker’s Trail

Heraxia asks for the Pathfinders aid in several tasks as she works to return home. Venture-Captain Armeline Jirneau encourages the Pathfinders to assist, as returning Heraxia to her proper time should sever her connection to the Eternity Arch.

The possible tasks are to repair the stasis pod, transport the stasis pod to the vault near the Eternity Arch, or keep watch for danger.

Please choose one of the aid missions.

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 162/162 shield h13 104/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

I vote for repairing the pod.

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

During the healing, Dr. Lazarus pours brandy for anyone who has a taste for it. "Anyone besides Lizzo?" He gives Lizzo a healthy pour in a mug, while he sips his from his proper brandy snifter. He offers a mug to Heraxia.

Society DC 25: 1d20 + 13 ⇒ (17) + 13 = 30

As he's listening to Heraxia's tale, the Doctor muses aloud, "If I recall, Ryphorians call Triaxus their home planet as well. And their skin-tone is based on the season, is it not?" When Heraxia is done, he says "We would very much like to help repair the Eternity Arch to reunite you and Felise. And yes, getting our maze to function properly would be a plus." He offers another round.

When the tasks are discussed, Lazarus says, "I'm a tinkerer. I can help Astrid with repairing the pod." He retrieves his repair kit and gets ready to help. He studies the Stasis Pod carefully and make some notes.

If the Stasis Pod counts as part of either of his current leads, great. If not, he'll drop the Heraxia lead (since we've found her), and he'll Pursue a Lead on the Eternity Arch (or Stasis Pod specifically, if that's more appropriate).

Crafting (if required):
Crafting + Lead: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 7 | HP 80/80 | AC 23, Shield 24 | Fort +12, Ref +15, Will +12 | Perc +11 (E) | Explore: Search Speed 25 ft | Hero 0 | Focus 1| Spells 1st 4/4, 2nd 3/4, 3rd 2/4, 4th 2/3 |

I'll also support repairing the pod. Natesh will spend the time being treated to refocus and heal from the aeon stone.

Society DC 25: 1d20 + 13 ⇒ (3) + 13 = 16

"I admit I'm less... adventurous... than some others. Exploring new places or planes is as much as I want, but playing with the fabric of time is something that chills my bone. Somewhat literally in this case. Still aiding you seems to be the best for all." Natesh reviews the pod and gives it a curious eye in case it vanishes yet another time.


The Festering Blot | Tarnbreaker’s Trail

It is more than just the color of their skin. Winterborn ryphorians are adapted to the cold while summerborn are adapted to the heat.

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

Each of you may attempt two skill checks. The most appropriate skills would be DC 23 Crafting checks or applicable Lore checks to repair the mechanism directly and DC 25 Arcana, Medicine, or Thievery checks to decipher its mechanisms.

Dr. Lazarus dives right in and starts moving some of the components around so they are better organized. Critical success, has one skill check left.

Envoy's Alliance

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Gnome Rouge 9 | HP 98, AC 27; F+16, R+20, W+15 | Perc +16, Low-Light | explore: Avoid Notice +19 w/Chameleon

Gib chuckles at Astrid's story, " I suppose you had to start the fires by rubbing two mammoths together. I'll have to visit the Crown of the World just to see that."

Asked to fix the time pod, Gib rubs his hands together in glee at the thought of taking some complicated contraption apart and putting it back together, " Oh, a stasis pod? Keeps you alive despite time? Wouldn't that get boring just laying in a box for a long time? "

The small Gnome starts looking in the box trying to decipher how it works. " Ah yes, this confabulator connects to the whuchmecallit and does the preservation stuff."

medicine: 1d20 + 15 ⇒ (15) + 15 = 30

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 162/162 shield h13 104/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

crafting: 1d20 + 12 ⇒ (18) + 12 = 30

Astrid pulls out her repair kit and begins enthusiastically banging away on the sarcophagus with a hammer.


The Festering Blot | Tarnbreaker’s Trail

Each of you may attempt two skill checks.

Gib lends his medical expertise while Astrid bangs some pieces back into place.

4 successes so far.

Envoy's Alliance

Gnome Rouge 9 | HP 98, AC 27; F+16, R+20, W+15 | Perc +16, Low-Light | explore: Avoid Notice +19 w/Chameleon

Gib continues to investigate the interworkings of the box, but fails to make further progress.

medicine: 1d20 + 15 ⇒ (5) + 15 = 20

Grand Archive

1 person marked this as a favorite.
M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

Dr. Lazarus chuckles at the conversation between Astrid and Gib. "A fire to thaw out another fire? Fascinating." Raising an eyebrow, he turns to Gib and suggests, "No doubt, they were baby mammoths ... because otherwise the story would be too far-fetched." He grins.

While he's tinkering with the pod, he nods when Heraxia tells of the summer-born vs. winter-born Ryphorians. "If I may, my dear lady, in case it comes up in our investigation, which type is Felise?" With the group having the crafting well in hand, the Doctor considers the time travel aspects of the pod.

He retrieves another book, A Quest for Time. He finds it conveniently located near his herbology reference, A Quest for Thyme. He summarizes, "So after reading about an Omega-13 device built by a race called the Thermians, I recommend we make the following adjustments...." He explains the finer points to the crafters.

Loremaster Lore (Time Travel Lore) + Lead: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30


The Festering Blot | Tarnbreaker’s Trail

Gib finds some stuff in the pod that makes no sense to him.

While working with everyone on the Pod, Heraxia tells Dr. Lazarus “She is summerborn.

Dr. Lazarus makes a few adjustments and Heraxia says “Right, I should be able to handle the rest of the repair from here. Thanks!

See what you can do about the other two projects.

transport the stasis pod to the vault near the Eternity Arch, or keep watch for danger.

Horizon Hunters

M Lizard Fighter 7 | HP 85/85 | 24AC | F+12 , R+15, W+14 | P+16 (visual +17, init +18) | Avoid Notice: +20 | Hero 0

”Transport the stasis pod, I think Astrid and I can be of use there.” Lizzo strikes a pose, to show off the sleek muscular structure of his Iruxi frame.

Athletics: 1d20 + 15 ⇒ (2) + 15 = 17

He then proceeds to drop the pod on his toe, at least that part of his foot is still numb.


The Festering Blot | Tarnbreaker’s Trail

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!

Lizzo starts trying to lift before Heraxia even finishes the instructions. The pod is deceptively heavy.
Normal failure

Each PC can attempt two skill checks to help transport the stasis pod to the ovoid chamber near the Eternity Arch. The most appropriate options are DC 23 Acrobatics or Athletics checks to safely relocate the pod and DC 25 Crafting, Survival, or applicable Lore checks to create improvised devices to assist with transport.

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

Surprisingly well-built for a nerdy forensics professor, Lazarus considers helping transport the pod. But when he looks over at Lizzo and Astrid, he feels he'd only get in the way. "I'll do what I do best ... well, besides sipping my brandy ... and investigate the area." He looks around for any possible dangers.

Perception: 1d20 + 17 ⇒ (5) + 17 = 22
Possible +1 for Pursue a Lead since it involves his lead? But it's a stretch. :)

Just saw the post calling for 2 skill checks, and that Crafting can be one.

With his repair kit, Dr. Lazarus tries to create an elaborate pulley system to ease the transfer.

Crafting + Lead: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30


The Festering Blot | Tarnbreaker’s Trail

Seeing what needs to be moved, Dr. Lazarus has some ideas for how to do it with a bit less brute force.

The adventure is structured so that we take the tasks one at a time rather than all at once. As a GM I am thankful for that, especially since I will soon be GMing this live.

I will accept the crafting. It was a success. You can still make another skill check and nothing indicates it needs to be a different skill.

Envoy's Alliance

Gnome Rouge 9 | HP 98, AC 27; F+16, R+20, W+15 | Perc +16, Low-Light | explore: Avoid Notice +19 w/Chameleon

Gib dusts off his hands as he gets ready to lift and shift the pod " On three you said."

Acrobatics : 1d20 + 15 ⇒ (12) + 15 = 27

" And One, two, five lift.. opps my bad."

Acrobatics : 1d20 + 15 ⇒ (4) + 15 = 19


The Festering Blot | Tarnbreaker’s Trail

Gib squeezes into place to help move the pod. The first attempt is fine, but he can’t find a good location once the pod starts moving,

2 successes so far

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

With his pulley system in place, Dr. Lazarus helpfully encourages his allies, "Work smarter, not harder." Oblivious to how bitterly grating he can be, the Doctor demonstrates the efficiency of his contraption.

Crafting+Lead: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 162/162 shield h13 104/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
Lizzo wrote:

”Transport the stasis pod, I think Astrid and I can be of use there.” Lizzo strikes a pose, to show off the sleek muscular structure of his Iruxi frame.

He then proceeds to drop the pod on his toe, at least that part of his foot is still numb.

Athletics: 1d20 + 14 ⇒ (3) + 14 = 17

When Lizzo drops his portion of the pod it causes Astrid to drop hers as well. She shakes her head and glares at the iruxi. She takes a deep breath and tries again.

Athletics: 1d20 + 14 ⇒ (10) + 14 = 24


The Festering Blot | Tarnbreaker’s Trail

Dr. Lazarus gets his system in place and working.

Astrid has some initial problems, but manages to make good progress after that.

4 successes

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 7 | HP 80/80 | AC 23, Shield 24 | Fort +12, Ref +15, Will +12 | Perc +11 (E) | Explore: Search Speed 25 ft | Hero 0 | Focus 1| Spells 1st 4/4, 2nd 3/4, 3rd 2/4, 4th 2/3 |

"With all other things considered, I think I will just enjoy a simple movement an object without needing to consider temporal vectors." Natesh adjusts his packs as he tries to help with the unwieldy pod.

Athletics: 1d20 + 12 ⇒ (9) + 12 = 21

Acrobatics: 1d20 + 12 ⇒ (6) + 12 = 18

Despite that Natesh tries a few methods to force bring the pod forward and each don't find any major point of success as he tries to match the feats of strength and agility.


The Festering Blot | Tarnbreaker’s Trail

Natesh tries to help, but just can’t find the right place to grip.

Think it is just Lizzo left to do one check.

Horizon Hunters

M Lizard Fighter 7 | HP 85/85 | 24AC | F+12 , R+15, W+14 | P+16 (visual +17, init +18) | Avoid Notice: +20 | Hero 0

Lizzo, his facing turning a light shade of green with embarrassment, re-grips the pod and gives it another heave.

"This time everyone together, on three. one... two... three!"

Atheletics: 1d20 + 15 ⇒ (17) + 15 = 32


The Festering Blot | Tarnbreaker’s Trail

This time Lizzo manages to coordinate his efforts with others. He provides the muscle needed to move it!

Success.


The Festering Blot | Tarnbreaker’s Trail

Venture-Captain Armeline Jirneau gestures at the surrounding landscape. “This is a dangerous place, Pathfinders. Secure the perimeter.

Let's keep trouble away as long as we can.

Each Of you may attempt two skill checks to secure the perimeter. The most appropriate options are DC 23 Nature, Stealth, or Survival, or applicable Lore checks to assess nearby threats and DC 25 Athletics or Crafting checks to create protective barricades.

It has been more than 10 minutes, so you could do another healing and anyone who needs it refocus.

I have added the map for the chamber with the eternity arch. Go ahead and add your avatars to the map. It isn’t needed for this encounter, but I thought it would help you if you saw the room now.

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

After 10 minutes, Dr. Lazarus glances over to Gib and says, "Allow me, my boy. You can keep working." The Doctor rebinds his own wounds, as well as those of Astrid and Natesh.

Treat Wounds (expert) DC 20: 2d8 + 10 ⇒ (5, 8) + 10 = 23
Assurance => 23. I believe this gets everyone back to full hp.

Once he packs up his healer's tools, he hears the VC's order to secure the area. Lazarus draws upon his vast investigative experience to scout the area.
LoreMaster Lore (Scouting Lore): 1d20 + 13 ⇒ (13) + 13 = 26

The Doctor passes along (what he considers to be) vitally important clues to the team and begins work on an appropriate barricade.
Crafting: 1d20 + 16 ⇒ (1) + 16 = 17

Horizon Hunters

M Lizard Fighter 7 | HP 85/85 | 24AC | F+12 , R+15, W+14 | P+16 (visual +17, init +18) | Avoid Notice: +20 | Hero 0

Already topped off, Lizzo uses the few minutes of down time to practice his limited arcane abilities. He casts produce flame, and tries to defrost his feet with the tiny ball of fire.

Hearing the new direction, Lizzo adjusts his cloak to match the wall color and heads off for a scan of the area's defenses.

Stealth: 1d20 + 18 ⇒ (7) + 18 = 25

He blends in nicely with the surroundings, and scampers up the wall to examine the defenses from up high.

Stealth: 1d20 + 18 ⇒ (19) + 18 = 37

This extra height offers a unique perspective, and he locates a suitable sniper post.

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 7 | HP 80/80 | AC 23, Shield 24 | Fort +12, Ref +15, Will +12 | Perc +11 (E) | Explore: Search Speed 25 ft | Hero 0 | Focus 1| Spells 1st 4/4, 2nd 3/4, 3rd 2/4, 4th 2/3 |

10 minutes of healing from aeon stone and treat wounds restores Natesh to full.

"Thank you Professor. I do now you are busy and hopefully I don't waste more of your time." Natesh turns to large room and begins plotting some method to try to defend it. "There room is rather open, but I have some ideas on how to set up some effective cover and distractions from a few of the tomes I've read regarding battles. Hopefully we don't need to defend this from a full army."

Stealth DC 23: 1d20 + 12 ⇒ (8) + 12 = 20

Natesh has a lot of theoretical experience, but he has difficulty turning that into practical functioning results that would be helpful during a fight.

Stealth DC 23: 1d20 + 12 ⇒ (1) + 12 = 13
If the natural 1 is going to cause a penalty to the task, I'll use a hero point to reroll this.

I'm acting under the assumption that the checks take longer than a round and that diviner's sight would help in this cases.


The Festering Blot | Tarnbreaker’s Trail

Yes, a critical failure does reduce the success count. I will allow you to do the reroll.

Also, these checks would take longer than a round. I’m not sure how Diviner’s Insight should work in exploration mode. I think you are most likely correct, it doesn’t work for things taking more than a combat round.

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 7 | HP 80/80 | AC 23, Shield 24 | Fort +12, Ref +15, Will +12 | Perc +11 (E) | Explore: Search Speed 25 ft | Hero 0 | Focus 1| Spells 1st 4/4, 2nd 3/4, 3rd 2/4, 4th 2/3 |

Thank you. I will use the Hero Point then!

Struggling Natesh pulls out a text to try to get a better ideas. After a few trials he has having a greater bit of success.

Stealth +Promotional Vestments: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29

Envoy's Alliance

Gnome Rouge 9 | HP 98, AC 27; F+16, R+20, W+15 | Perc +16, Low-Light | explore: Avoid Notice +19 w/Chameleon

Leaving the stasis box for other pathfinders, Gib heeds VC Armeline Jirneaur call for scouts.

The Gnome taking a moment to blend in with the terrain sneaks about looking for possible threats to the pathfinders.

Chameleon Gnome:
- The color of your hair and skin is mutable, possibly due to latent magic. You can slowly change the vibrancy and the exact color, and the coloration can be different across your body, allowing you to create patterns or other colorful designs.
can use the single action ◆ to make minor localized shifts designed to help you blend into your surroundings. This grants you a +2 circumstance bonus to Stealth checks until your surroundings shift in coloration or pattern.

Stealth w/+2 CG vs DC23: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24

Stealth w/+2 CG vs DC23: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23

Treat wounds:

Not sure what the current status but for anyone who hasn’t been treated that needs it Gib treats wounds again.
Treat wounds assurance 23 vs DC20: 2d8 + 15 ⇒ (8, 7) + 15 = 30 for up to 4 people.


The Festering Blot | Tarnbreaker’s Trail

Although Dr. Lazarus has a vast and useful knowledge of scouting, his ideas for a barricade do not work when he tries to put them into practice.

Success cancelled out by crit failure

Lizzo does an excellent job of figuring out vantage points and potential points of entry, as well as some locations he could use to hide in.

3 successes

Natesh isn’t quite as stealthy as Lizzo, but after an initial stumble he does well enough.

Failure and crit rerolled to a success
4 successes

Gib also demonstrates his ability to hide consistently,

6 Successes.

Mission success.

We can continue roleplay, but I am going to report the success.

Part 4 is scheduled to start Feb 16, but may start earlier if enough tables complete early.

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.


The Festering Blot | Tarnbreaker’s Trail

Hero point to Astrid and Lizzo

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

While we're waiting to continue ...

With everything in place, Dr. Lazarus continues talking with Heraxia, "My dear lady, you mentioned some hounds that were after you and Felise. Can you tell us more about those beasts?" He pauses and adds, "If they were attracted by your time travel, is there a chance they've tracked you here?" The Doctor retrieves his writing pad and takes notes.


The Festering Blot | Tarnbreaker’s Trail

Heraxia describes the hounds in as much detail as she can. Otherworldly eyes that pop out of a much too small skull, lean bodies, and their hunting call.

You may attempt an Occultism roll to identify them, the DC is slightly higher because you are working off an incomplete description.

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