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

Game Master BretI

Slides


651 to 694 of 694 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Dr. Lazarus doesn’t detect the hound when searching.

You used an action to identify what happened, can reach for the item next round.

Round 3:

DC 28 Occultism to identify the creatures

Hound Two 99 damage undetected
Natesh
Astrid 21 damage DC 24 Will save vs 15 damage,
Gib 29 damage

Round 4:

Dr. Lazarus 22 damage Stoneskin DR 5 for 16 minutes or hits
Lizzo

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 contemplates what he just saw..

"Let's see, it pulled out my arrow .. nice shot! .. and then disappeared. It couldn't have gone far, and I am pretty tasty."

He looks northwest from his square (assuming up is north), searching for any clues it may be approaching Natesh or himself.

adding a +1 because i think this is a visual check, please remove if not
Perception: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29

He then readies a strike if the hound becomes visible before his next turn. Assuming here I don't find him, if so he just strikes.

actions: ◆ seek, ◆◆ ready action: strike

Overwatch:

+1 Striking Longbow: 1d20 + 18 ⇒ (20) + 18 = 38
Piercing damage: 2d8 + 5 ⇒ (8, 8) + 5 = 21
Deadly d10: 1d10 ⇒ 2

my turn for some RNG fun, here's hoping that strike goes off!


Lizzo doesn’t detect the creature but has an arrow ready to fire if it appears.

Round 3:

DC 28 Occultism to identify the creatures

Hound Two 99 damage undetected
Natesh
Astrid 21 damage DC 24 Will save vs 15 damage,
Gib 29 damage

Round 4:

Dr. Lazarus 22 damage Stoneskin DR 5 for 16 minutes or hits
Lizzo readied shot

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

” Hiding are we, come out come out where ever you are?” Gib sings softly as he seeks (perception +14) in an area around himself first.

If Gib spots it then he moves and strikes it, otherwise, he ready’s an action to strike it if it appears next to him.

Action:

Seek, (stride,strike) or (ready action to strike)
1st att vs Hound One
+1 Striking Wounding Rapier: 1d20 + 16 ⇒ (18) + 16 = 34 to hit
percing damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15 plus 1d6 persistent bleed from wounding (1d12 on crit)
sneak attack flat-footed: 2d6 ⇒ (4, 4) = 8
deadly if crit: 1d8 ⇒ 8

fort save DC25 vs hounds Gaze: 1d20 + 11 ⇒ (17) + 11 = 28

Reaction if damaged
Unexpected Shift flat check DC16: 1d20 ⇒ 13


Spoiler:
Perception: 1d20 + 14 ⇒ (17) + 14 = 31 Assuming 15’ emanation
Hidden check: 1d20 ⇒ 10

Gibs strides over and swings at a location where he thinks the hound is. His weapon doesn’t strike anything and there is no sight of the hound. He struck into the space the hound was when it disappeared.
The gaze is a visual effect so it does not work while the hound is invisible

Round 3:

DC 28 Occultism to identify the creatures

Hound Two 99 damage undetected
Natesh
Astrid 21 damage DC 24 Will save vs 15 damage,
Gib 29 damage, hound currently hidden to him

Round 4:

Dr. Lazarus 22 damage Stoneskin DR 5 for 16 minutes or hits
Lizzo readied shot

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: concealed

"Ha! He won't come back if he knows what's good for him."

The shield maiden sheathes her shortsword and looks around the room, her hand hovering above her hammer.

◆ Interact (Sheathe weapon), ◆◆ Ready to quickdraw hammer and attack hound when (if) it appears


Astrid gets ready to enter the hammer throwing contest with Dr, Lazarus. He needs some good competition!

Spoiler:
1d20 + 17 - 1 ⇒ (13) + 17 - 1 = 29

After just a couple of heartbeats, you all see the hound appear as it fails to sink it’s teeth into Natesh.
Jaws: 1d20 + 17 - 1 ⇒ (3) + 17 - 1 = 19
Piercing Damage: 2d10 + 7 ⇒ (9, 2) + 7 = 18

Lizzo rewards it with an arrow through it. I hadn’t peeked, wow!
Astrid also throws her hammer.

Combat over, success!

You have ten minutes to heal, refocus, etc.

Status:
Natesh
Astrid 36 damage
Gib 29 damage
Dr. Lazarus 22 damage Stoneskin DR 5 for 16 minutes or hits
Lizzo

Hero point to Natesh.

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

Dr. Lazarus is about to retrieve his Dust of Appearance, but changes his mind when a) the hound appears, and b) the hound dies. To Lizzo, he says, "You are proving quite deadly with that bow, my boy." While Gib tends to wounds, Lazarus pulls out his flask of brandy, and offers it around, starting with Lizzo, who has never turned him down. "If only more folk had the sophisticated palate of the Iruxi, am I right?" Lazarus takes a sip along with Lizzo.

The Doctor then unpacks his healers tools to examine one of the dead hounds.

Forensic Acumen allows the forensic search to take half the normal 10 minute time. It also provides +3 to any Recall Knowledge checks, but we already know all about them. Still, just in case there's any forensic info...

Assuming Heraxia is still around, Dr. Lazarus finds her and asks, in Draconic, if she has any inklings of other obstacles. "Anything at all, my dear?" He retrieves his writing pad to take his usual copious notes.

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 pulls out his scalpel and bandages with the cute flying ponies as he gets to work patching the injured pathfinders Astrid, Dr. Lazarus, and Gib. " Hold still this will only hurt a little."

Treat wounds using Risky surgery and assurance 23 vs DC 20 : -1d8 + 4d8 + 10 + 5 ⇒ -(6) + (4, 5, 7, 5) + 10 + 5 = 30

Everyone should be fully healed after accounting for Astrid's Aeon stone.

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 accepts Dr. Lazarus's offer of a celebratory drink. He pulls out a few of the leftover grubs from his earlier meal, drops one into his mug, and offers the remaining handful for others to do the same.

"Thanks Doc. If you save the critter for the end, it'll be extra juicy. Can I take a look at that mighty hammer of yours? How does it fly so true?"

Raising his mug to the group, "Cheers to a well fought battle, did anyone even break a sweat?".

Then, he notices Gib slicing and stitching the rest of the party. Shrugging, he often overlooks that it's not possible for him to sweat. He lacks the proper glands.


One of the cracks widens, tearing open a massive time rift in the floor. A group of Pathfinder healers leap out of the way, grasping at stone to avoid tumbling through time. “Help them!” Janira shouts. “Hurry!”

Kyra 1 climbed partway up a pillar whose base has disappeared into the rift; they are 15 feet in the air.
Kyra 2 holds onto a rope tied to a grappling hook, which they tossed into the chamber at the last moment to save herself. The grappling hook is gripping the gap in a stone tile and is clearly not well secured.
The rest of them cling to the tiled floor at the edge of the rift, with their bodies dangling into it.

Save the Kyra Clone Corps!

Hazards and terrain

Each creature within 10 feet of the time rift must make a DC 23 Fortitude save or be slowed 1 for as long as they remain in the area. The white dotted line shows the area.

All squares adjacent to the time rift are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).

The fly spell has expired, but the stoneskin still has about 6 minutes left.

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 8 | HP 76/89 | AC 24, Shield 25 | Fort +13, Ref +16, Will +13 | Perc +12 (E) | Explore: Search Speed 25 ft | Hero 2 | Focus 1| Spells 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4 |

Natesh has an intense, but brief, panic as the hound appears snapping at him, then again as the arrow and hammer come flying across the battlefield to bring down the creature.

He puts away his scroll as he nods thanks to Lizzo and Astrid. "It is rare that I come away from being so close to a beast like that without a mauling. Entirely due to your quick, and deadly, response. Thank you."

Seeing the group of healers at the center of the time rift does give Natesh pause as he thinks back to the undead from before lost to time.

Fortitude vs time rift, DC 23: 1d20 + 12 ⇒ (15) + 12 = 27

Natesh can draw a scroll of fly and cast it on someone adjacent to help out here.
GM, would I need to make an Athletics check to pull up Kyra that are just hanging from the edge?


Athletics check to pull someone up works. Grappling them would also work.
I’ve got a lot of latitude here, be creative.

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

Fortitude vs Time Rift + Detectives Readiness, DC 23: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Sigh...and the RNG payback begins...

Feeling the effects of the rift, Dr. Lazarus has limited options. Seeing the cleric (#7) beside him, he drops Grabthar's hammer behind him. so his hands are free. He then activates his Lifting Belt to carry her to safety.

Lifting Belt:

This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.

Activate ◆◆ Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.

Not sure this still requires an Athletics roll? If so ...
Athletics: 1d20 + 13 ⇒ (9) + 13 = 22

◇ Drop Weapon, ◆◆ Interact (Lifting Belt to lift an object of up to 8 Bulk)

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

Fortitude DC23: 1d20 + 12 ⇒ (10) + 12 = 22
slowed 1

Seeing a version of Kyra's hand appear from the rift near his feet, Lizzo reaches down to quickly pull her up.

Athletics: 1d20 + 15 ⇒ (6) + 15 = 21

Feeling her grip slipping he climbs down next to her with his last action. Gripping onto the wall with his sticky feet and climb speed, he offers Kyra a safe ride to the top on his back.

"Climb on board, I'll get you to safety." He offers to Kyra.

actions: athletics to pull, stride to climb


Kyra #7 thanks Dr. Lazarus for saving her and rushes away from the open rift. “Please save my sisters, too!
Using a once a day activation on the lifting belt works for me.

Lizzo tries to haul up a different Kyra, but can’t quite get her to safety in a single try.
There is no wall to climb against in the rift, you would be literally hanging from your front claws Lizzo. Might want to stay where there is at least some footing even if it is bad.

Kyra’s saved so far: #7

Round 1
Acted: Dr. Lazarus, Lizzo

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

” Break is over.” Gib rushes over to help save the Kyra clones.

”Natesh, I too have a fly scroll, but no way to cast it, I’ll be glad to hand it off to you.”

time rift slow area Fort vs DC 23: 1d20 + 11 ⇒ (7) + 11 = 18

Gib feels like he is moving through thick air, as his movement slows.

Acrobatics to balance on the edge vs DC22: 1d20 + 15 ⇒ (3) + 15 = 18

(GM - if the risk of a failed balance is falling into the time rift then Gib will use a reroll if it's just falling prone he will not.) Acrobatics to balance on the edge vs DC22: 1d20 + 15 ⇒ (13) + 15 = 28

The small Gnome reaches in for the Kyra8 trying to pull her out of the time pit.

Athletics vs DC ?: 1d20 + 13 ⇒ (20) + 13 = 33

(GM - Doesn't the slow 1 take effect starting next round?)

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 8 | HP 76/89 | AC 24, Shield 25 | Fort +13, Ref +16, Will +13 | Perc +12 (E) | Explore: Search Speed 25 ft | Hero 2 | Focus 1| Spells 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4 |

"Excellent, I'll get it from you in a moment." Natesh withdraws his scroll of fly and activates it quickly as he can, "Here Doctor, this should hopefully fight back against the rift's pull."

Natesh is drawing a scroll of fly and casting it on Doctor Lazarus.


It is as listed in the Acrobatics to Balance. You stop or you fall. Stopping would make it one more action to get to her with the second roll.

Gib has to slow down near the rift or risk falling. He gets into position to help, but hasn’t pulled anyone out yet.
Yes, slow take effect at the start of a round.
I will allow you to keep the Athletics roll to pull a Kyra out if you are willing to wait a round, otherwise it is spend the hero point to do it this round.

Natesh uses a scroll to allow Dr. Lazarus to fly. Seeing that, Kyra #1 shouts “Please, come save me! I’m not sure how long I can hang on to this pillar!

Kyra’s saved so far: #7

Round 1
Acted: Dr. Lazarus, Lizzo, Gib, Natesh
Gib can spend a Hero Point to save Kyra 8 this round, or wait until the start of the next round,

Horizon Hunters

1 person marked this as a favorite.
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

Realizing at the last second the vastness of the void below, Lizzo uses his last action to instead pull up the clone scrambling by his feet.

Athletics: 1d20 + 15 ⇒ (20) + 15 = 35

Clearly a much better idea, sometimes it takes his Lizzard brain a minute to kick in.


There is a ripple in time and both Gib and Lizzo take advantage of it to act. In other words, a retcon.

Gib manages to pull Kyra 8 out.

Lizzo pulls Kyra 6 out.

Kyra’s saved so far: #6, 7, 8

Astrid still to act.

Round 1.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: concealed

fort save: 1d20 + 15 ⇒ (14) + 15 = 29
acrobatics: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
athletics: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Astrid uses her exotic edge reward to add 1 to her skill checks for the round Exotic edge

Astrid runs to the edge of the rift and pulls one of the healers to safety. "Don't worry. I've got you."

◆ Stride, ◆ Stride, ◆ Athletics


Astrid moves across the room, leans down, and hauls up another Kyra with what appears to be no effort.

Kyra #5 is saved!

Success!

Do people want to continue saving Kyras or move to the next challenge? We have a little less than a day left.

Saved Kyra #5, 6, 7, and 8!

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 8 | HP 76/89 | AC 24, Shield 25 | Fort +13, Ref +16, Will +13 | Perc +12 (E) | Explore: Search Speed 25 ft | Hero 2 | Focus 1| Spells 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4 |

My impulse to try to push for more successes, but it does seem more reasonable, within that short time, that we continue saving Kyras rather than trying to set up and complete another encounter in less than a day. I don't have strong preference, but I would be incline to stay with Kyra 1 through 4.

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

If we have less than a day left, I'd be interested in seeing another challenge that the scenario had planned. So I vote for a new challenge.

But having said that, not wanting to waste Natesh's Fly spell ....

Fortitude vs Time Rift + Detectives Readiness, DC 23: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 (Still Slowed 1, barely)

Dr. Lazarus nods his thanks to Natesh for the power of flight. He calls out to the Kyra hanging in the center of the rift. "Hold on, dear lady. Never give up. Never surrender." He swoops in to carry Kyra #1 to safety.

Athletics: 1d20 + 13 ⇒ (13) + 13 = 26

◆ Fly, ◆ Interact/Grab

He eventually lands back where he started. And he picks up his hammer.

Unless this entire turn got wiped out by the time rift.


Time is distorted in this scenario anyways. I would suggest you not expend further resources for the Saving Kyra Clones mission. I will start the next mission. We will run both simultaneously.
Time is broken, is it really going to break any worse if we have things happening in discontinuous time? :P


A few minutes later…

The purple crack widens and then explodes into dozens of smaller rifts. You feel like you’ve seen this before.

The rifts are pulling us into the past,” Jirneau shouts. “We need to force the Eternity Arch to seal these rifts, or we'll be stranded here!

Definite deja vu! Guess that is to be expected when playing with the dimension of time.

To seal the rifts, you must connect with the Eternity Arch, attune to it, and then manipulate the arch into sealing the rifts.

We will do this with the map that doesn’t have a rift on it. Just place yourself near the arch.

Connecting: To connect with the Eternity Arch, you must Interact to touch it. Each time a creature first touches the arch, it takes 4d6 mental damage (DC 25 basic Will save). After connecting with the Eternity Arch, a creature can attempt to attune to it. Breaking contact with the arch immediately severs a creature's connection to it.

Attuning: To attune to the Eternity Arch, a creature can attempt a DC 23 Fortitude save as a single action while connected to the arch. On a success, it attunes to the Eternity Arch. On a failure, it becomes clumsy 1 (or increases its clumsy value by 1, to a maximum of 3) as the Eternity Arch temporarily ages it. Once a creature is attuned to the Eternity Arch, it can attempt to manipulate it.

Manipulating: This is a complex activity that requires several successes. A character attuned to the arch can attempt a DC 25 Arcana, Nature, Occultism, Religion, or Thievery check by spending 2 actions with the concentrate and manipulate traits. The degree of success determines how much progress is made.


A few minutes ago while saving the Kyra Healing Corp…

The grappling hook slips off the tile, dropping Kyra #2 five feet further into the time rift. The grappling hook snags another tile 5 feet closer to the edge of the time rift. Its hold is precarious, and it's likely to slip again in moments.

Dr. Lazarus flies over and rescues Kyra #1. He holds her in a Princess Carry as he prepares to bring her back to safety. “Gee, usually it is me doing the life saving! Thank you!
Since you were flying, you could have used Acrobatics to fly as the skill. You really can use other skills in this challenge, just relate how they help.

Kyras saved: #1, 5, 6, 7 and 8.

Yet to act in Round 2: Astrid, Gib, Lizzo, Natesh

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

SEALING THE RIFT ...

After dropping off Kyra safely, the Doctor (and a gentleman) flies over to the Eternity Arch and attempts to help fix it. Or, he wonders, maybe fixing the arch came first. He mutters aloud, "The Omega-13 device was less confusing." He tries to connect with his lead, and he reaches out to touch the Eternity Arch.

Since this is our first Will Save, the Mustering reward applies to each of us, yes?
Will + Detective's Readiness + Mustering, DC 25: 1d20 + 14 + 1 + 1 ⇒ (11) + 14 + 1 + 1 = 27

Dr. Lazarus then tries to Attune himself to the device.
Fortitude + Detective's Readiness, DC 23: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Failure => Clumsy 1
He tries again. (if allowed)
Fortitude + Detective's Readiness, DC 23: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25

◆ Interact (Connect), ◆ Interact (Attune), ◆ Interact (Attune)


Arch

Connecting Mental Damage: 4d6 ⇒ (2, 2, 6, 2) = 12
Although it hurts some, Dr. Lazarus manages to connect and attune to the arch.

Astrid: Not connected
Gib: Not connected
Dr. Lazarus: 6 damage, clumsy 1, Connected, Attuned
Lizzo: Not Connected
Natesh: Not Connected

Still to act in Round 1: Astrid, Gib, Lizzo, Natesh
Manipulations: 0

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

Saving Kyra
Being next to Kyra2, Gib tries to grab her or the grappling hook if ether is within his reach. If not he pulls out a rope and throws it to her. ” Hang in there Kyra.”

Athletics vs DC ?: 1d20 + 13 ⇒ (13) + 13 = 26

Sometime before or after at the Eternity Arch

The small Gnome does some warmup exercises before reaching out and touching the Arch flinching at the mental pain.

mental challenge Will save vs DC25: 1d20 + 12 ⇒ (7) + 12 = 19

Holding on to the Arch Gib goes through the mental scales :: Mee, Mee, Laa, Te, Doe … :: to attune his thoughts to Eternity Arch.

Attuning Fortitude vs DC23: 1d20 + 11 ⇒ (7) + 11 = 18 clumsy 1

Gib tries again to attune himself as he whispers to himself " Be one
with the arch. Two minds become one. Let go of the past, present, and future."

Attuning Fortitude vs DC23: 1d20 + 11 ⇒ (11) + 11 = 22 clumsy 2


Saving the Kyra Healing Corps

Gib grabs the rope that Kyra #2 is dangling from and hauls her up. She says “Thank you!” before rushing to someplace safer.

Kyras saved: #1, 2, 5, 6, 7 and 8.

Yet to act in Round 2: Astrid, Lizzo, Natesh


Rifting the Eternity Arch

Gib tries to connect to the Eternity Arch and gets a minor headache. He can feel himself aging as he tries to attune himself to it.
Mental Damage connecting: 4d6 ⇒ (2, 4, 6, 4) = 16

Astrid: Not connected
Gib: 16 damage, clumsy 2, Connected
Dr. Lazarus: 6 damage, clumsy 1, Connected, Attuned
Lizzo: Not Connected
Natesh: Not Connected

Still to act in Round 1: Astrid, Lizzo, Natesh
Manipulations: 0

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: concealed

Saaving Healers

acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15

acrobatics: 1d20 + 14 ⇒ (6) + 14 = 20

acrobatics: 1d20 + 12 ⇒ (8) + 12 = 20

Astrid tries to move to another healer but is unable to find her footing on the treacherous ground.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: concealed

Eternity Arch

Steeling herself, Astrid moves to the arch and begins the process of sealing the rifts.

will save: 1d20 + 13 ⇒ (10) + 13 = 23
fort save: 1d20 + 15 ⇒ (17) + 15 = 32

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

Back in Time

Analyzing the situation, Lizzo realizes he can't make it to a Kyra this turn if he tries to stride. The uneven ground, and time dilation effect makes that impossible. Instead, he tries a Powerful Leap (15' max distance) to reach her in time.

Acrobatics: 1d20 + 14 ⇒ (4) + 14 = 18
he's more heroic than that

Hero Point Acrobatics: 1d20 + 14 ⇒ (15) + 14 = 29

The lizard leaps across the uneven surface just within reach of another Kyra. Balancing precariously, he reaches down and tries to pull her to safety.

Athletics: 1d20 + 15 ⇒ (12) + 15 = 27

actions: ◆ powerful leap, ◆ athletics

Grand Lodge

Wheel of Monsters! || 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.

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

Into the Future

Feeling uncertain, Lizzo stretches out his claw to make contact with the eternity arch. Just before he touches it, a stream of energy arcs out towards him and he feels something jolt his mind.

Will: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
cashing in mustering +1 bonus

Now connected, and overwhelmed by the power, he attempts to attune his feeble mind to the swirling chaos that consumes it.

Fortitude DC23: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
cashing in reassurance +1 bonus

Lost in his own thoughts, he tries to focus one more time as his body feels more lethargic and less under his control.
Clumsy 1

Fortitude DC23: 1d20 + 12 ⇒ (12) + 12 = 24

Somehow he slowly begins to form coherent thoughts again...

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 8 | HP 76/89 | AC 24, Shield 25 | Fort +13, Ref +16, Will +13 | Perc +12 (E) | Explore: Search Speed 25 ft | Hero 2 | Focus 1| Spells 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4 |

Late, but I'll still resolve my actions.

In the Future

Natesh is not excited to play with an artifact of this power, but seeing it go uncontrolled is an even worse fate so he moves to touch the arch.

Will to Touch, Mustering, DC 25: 1d20 + 12 ⇒ (12) + 12 = 24

And his mind is unable to resist the overwhelming power, still he holds on and forces his shuddering body to still and focus on attuning with the arch.

Fortitude to Attune, DC 23: 1d20 + 12 ⇒ (11) + 12 = 23

"Alright, maybe with this connection I might be able to see how to take control of this."

Diviner's Sight: 1d20 ⇒ 4

Using his magic Natesh grimaces a bit as he sees a less pleasant future and comments, "Well, at least I know one thing I shouldn't do."

He changes his approach and focuses a magical chant to shift the flowing power through the arch.

Arcana to Manipulate: 1d20 + 18 ⇒ (12) + 18 = 30

In the Past

Natesh casts another winning streak on Lazarus. Without any enemies to overcome the there wouldn't me much chance for luck to extend it, but it would counter a bit of the slowing effect on the Doctor.

He then moves to Gib to take the scroll from him.

Acrobatics to Balance: 1d20 + 12 ⇒ (13) + 12 = 25

Actions: ◆ Cast Winning Streak, ◆ Balance, ◆ Interact to Draw scroll from Gib.


Astrid tries to make it one of the healers, but the ground is too unsteady.

Lizzo leaps over and rescues Kyra #4.

The rest of the rescued Kyra’s throw a rope to the last remaining Kyra and pull her out.


Astrid shakes off a good portion of the damage when connecting to the arch. She is able to attune herself.

Lizzo also manages to shake off part of the pain when connecting with the arch, but has a little bit of trouble attuning. He does manage to do it.

Likewise Natesh shakes off a good part of the mental pain from connecting. He attunes himself and successfully starts to manipulate the arch just as everyone is told to leave.

Horizon Hunters

Male Human (Half-Elf) Barrister Wizard 8 | HP 76/89 | AC 24, Shield 25 | Fort +13, Ref +16, Will +13 | Perc +12 (E) | Explore: Search Speed 25 ft | Hero 2 | Focus 1| Spells 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4 |

Back on Golarion Natesh is far more at easy as he thanks his allies. "It is rare that I manage my way though that many fights and I'm thankful to been able to fight alongside each of you."

"While I look forward to pushing the boundaries of my exploration, I think I will enjoy my time more on this world."

In the hours after Natesh spends some effort to scribe the scroll of dimension door before he must return it.

Spending 36 gp worth of materials to learn dimension door.
Arcana DC 23 to learn dimension door: 1d20 + 18 ⇒ (13) + 18 = 31

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

With Natesh's aid of Winning Streak, the Doctor is easily able to help save another healer. The world needs more healers, after all! Either before or after that, Dr. Lazarus got attuned to the Eternity Arch. Alas, the group was told to return through the Maze before he could actually work with it.

When the group returns to the Woodsedge Lodge, the Doctor formally shakes everyone's hand. "Ahem. Yes, we made a fine team." If you didn't know better, you'd almost think the stodgy elf was choked up.

As he's pouring himself another brandy, he adds, "If you're ever in Orision, stop by the University. For a chat or a drink." He lifts his brandy snifter up in a toast.

He checks the time and grumbles, "Now where has Chauncey gone off to?" He heads outside searching for his halfling driver and the carriage, mumbling something like, "I sincerely hope he makes better time on the return trip...." and his voice trails off, thankfully.

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

Hearing that the mission was successful, Gib dances around extremely happy. " Yes we did it! That was awesome let's do it again! I'm glad to have worked with such a professional team of monster killers."

(GM Bret - Thanks for GMing for us, you did an excellent job! I'm not sure you sleep with the number of posts made during the game."

651 to 694 of 694 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Bret’s NostalgiaCon Fate in the Future (Tier 7-8) All Messageboards

Want to post a reply? Sign in.
Recent threads in Play-by-Post