GM Zoomba's Fate in the Future Tier 3-4 [Nostalgia Con 2022, PFS2] (Inactive)

Game Master Zoomba

Maps and Slides


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Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

"Time..." Miladistra holds her head in confusion. "The sun rises, the sun sets. Keep it simple, I say."

Deroff, disappointed by the lack of belly rubs, gets up and joins Miladistra as they leave.

---

The pits seem filled with more death. What is this place? Miladistra is pulled back to the present as Deroff prepares for danger.


The End Awakens | The Day the River Died

Lynn's smack shakes her arm from the vibrations as the weapon hits metal. The floating armor's construction absorbs much of the blow, but the sheer force and precision of Lynn's strike casues much of its arm and neck plating to clatter to the ground

Initiative

Amiri
Lynn
floating armor
Miladistra
Othello
floating armor 3 damage, missing pieces

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Animated armor? Or is there a living skeleton somewhere in there? Amiri isn't a fan of either of these theories so she lets her fury flow through her as she charges around the red armor to get behind. Provoking an AoO if they have one. Once in position, Amiri aids in the dismantling of the green armor.

◆enter rage ◆ stride ◆strike

attack at green: 1d20 + 10 ⇒ (17) + 10 = 27
magical slashing damage: 1d12 + 10 ⇒ (7) + 10 = 17

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

”That’s it, Pathfinders!” Eando Kline shouts over the din. ”The area is almost secure!”

Table GMs, this is your 8-hour warning before we move to Part 2.


The End Awakens | The Day the River Died

Amiri wades in and tests her theories the old-fashioned way: by getting close enough, hitting something, and seeing what happens. With the armor before her already somewhat damaged and scattered, her powerful swing critically cleaves it in two. The full plate clangs to the floor, with no bones or other obvious animating force spilling out from inside it. Also, no AoOs

The remaining armor turns towards Amiri. Arm extending into a sharp edge is slashes at the barbarian before attempting to punch her twice more with its other gauntlet.

Attack: 1d20 + 11 ⇒ (1) + 11 = 12 for Slashing: 1d8 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8 for Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 9 - 8 ⇒ (4) + 9 - 8 = 5 for Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

<SANCTUM BREACHES WILL NOT BE TOLERATED. UNCERTAIN HOW YOU ENTERED, BUT YOU WILL BE REMOVED AND ELIMINATED.>

Initiative

Amiri
Lynn

floating armor
Miladistra
Othello

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Amiri laughs as she slices through the thing. Not sure what they are but they are fun to break! she says as the one still standing fails to keep land a hit. She steps into a better position and give it a two swings.

◆step ◆strike ◆strike

attack at red (flanking not included): 1d20 + 10 ⇒ (4) + 10 = 14
slashing magic damage: 1d12 + 10 ⇒ (10) + 10 = 20
attack at red (flanking not included): 1d20 + 10 ⇒ (13) + 10 = 23
slashing magic damage: 1d12 + 10 ⇒ (9) + 10 = 19

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Miladistra's quite impressed. Amiri's raw strength is a sight to behold. "Let's see if we can end this quick, boy." Deroff grunts.

Miladistra loosens an >Electric Arc< at the remaining piece of armor.

Basic Reflex Save DC 20 to resist 2d4 + 4 ⇒ (2, 3) + 4 = 9 damage

◆◆ Cast >Electric Arc<
◆ Interact to draw a Lesser Healing Potion

Envoy's Alliance

F Orc AC: 22 Fort:10 Ref: 7 Will: 8 HP: 50/58


Act together 1 action
Boost Eidolon
ezra peck: 1d20 + 11 ⇒ (6) + 11 = 17
ezra claw: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
ezra claw: 1d20 + 11 - 8 ⇒ (7) + 11 - 8 = 10
peck damage: 2d6 + 1 + 4 ⇒ (6, 2) + 1 + 4 = 13

"Come on lets finish this quickly. We've all ready got one of them reduced to a pile of scrap," she yells as Ezra unleashes a barage of attacks against the machine.

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello moves up, and strikes twice with his halberd

Attack 1: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 2d10 + 2 ⇒ (6, 3) + 2 = 11
Attack 2: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
damage: 2d10 + 2 ⇒ (3, 3) + 2 = 8


The End Awakens | The Day the River Died

Reflex: 1d20 + 3 ⇒ (17) + 3 = 20

Miladistra's lightning crackles around the armor. It dodges the full fury of the strike, and its metal seems to absorb the rest. No damage. Doesn't appear immune to it, but some heavy form of resistance.

Then its bashing time. Othelllo swings first, one of his strikes seeming to mostly glance of the armor but leaving a few deeper rents. Then Amiri swings again. Her first blow fails to connect, but the second slams hard enough that as she withdraws her blade some pieces of armor are pulled off with it. Finally, with it a bit exposed Ezra is able to finish it off![/ooc]

That early crit did indeed swing things. These don't have too much HP, but hardness 9 before their defenses are broken a bit.

The second suit of armor clatters again to the floor. Leaving you alone in a room with a bunch of bones in a couple pits. What a scenic sight.

Envoy's Alliance

F Orc AC: 22 Fort:10 Ref: 7 Will: 8 HP: 50/58

"Pffttt.... The little fire fox gave us more trouble," she kicking some of the rubble.

Turning around and look around she says to Ezra,"Bunch of dead bones. This is more of a job for you."


religion?: 1d20 + 7 ⇒ (5) + 7 = 12

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

The stranded Pathfinder has been saved!

Table GMs, the Pathfinder Found condition on page 9 is in effect.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

With the lower levels of the ruins secure, Venture-Captain Armeline Jirneau calls the Pathfinders together once again. “Excellent work, Pathfinders! The area’s secure and the path to the upper levels is now clear. What’s more, we have news.” she says, gesturing at the glowing arch. “We’ve discovered that this potent artifact is called the Eternity Arch. It’s resonating with some sort of magical focus nearby, and this resonance is what’s causing the Maze of the Open Road to malfunction. Using this connection, we determined that the focus is somewhere above us, higher in the ruins. We must find the focus and sever its connection to the arch.”

“It’s cold in the upper levels. We’re distributing warm clothing now. Remember, we don’t know what the focus is, so leave no stone unturned. Be safe and stay in touch. Let’s move, Pathfinders!”

Table GMs, please begin Part 2.


The End Awakens | The Day the River Died

In the bone-filled sanctum, before the call to regroup came:

DC 19 Medicine or Perception:
You can determine that there are four types of skeletons in the pits — Medium humans, Small tailed reptilian humanoids with a snout, Small ratfolk, and Large four-armed humanoids with a broad build and prominent lower tusks Another chance at Society checks to ID the species

If you Crit succeeded at the above:
There are not wounds or damage to these bones. They weren't stabbed or cut or thrown into the pit to die from the impact. All of these creatures passed away of starvation.

---

As you prepare to head along with your colleagues upwards to find the focus of this magical connection, one of the Thornscale kobolds nervously approaches Amiri. "...you're scary but not too scary. You want to hunt with Thornscales later, find us.". They then quickly retreat back, but as they go the barbarian sees they'e left a nice red rose as a token for her. Maybe it'll bring you a little luck.

While this is happening, Eando Kline approahces Miladistra. "Hear your group was the one that found the way upwards. Not bad! I have to especially say I like your thoughts on sweeping a trapped room. When danger's about but your own skills aren't suited for it, nothing wrong with sending in someone better equipped for the task. In mean in this case 'better suited for' was 'expendable fey'...still, the point stands!" He gives you a hearty pat on the back.

Amiri and Miladistra each receive a Hero Point.

He then turns and looks ahead at the passageways leading up. The faction leader paces with worry. “Not sure the same sense can be said for everyone, or the same luck. We dispatched scouts to the east, but we haven’t heard from them yet. Go check it out. See if they need help!”
INVESTIGATE

Nearby you see Calisro Benarry also pacing, though she is laughing with a few fellow Pathfinders as they take a short break. She shakes her head as she sees you. "Teach me to travel with these layabouts, eh? You’ll want to go on ahead, but be sure to save me the exciting path!”
EXPLORE

Meanwhile, Ashasar is gesturing to agents down a red stone hallway. “I’m detecting planar anomalies ahead. It might be the focus. Investigate please. I’ve a number of other anomalies to assess.”
ANOMOLY

finally, off to yet another side frost-tinged stone gives way to slick ice tunnels and snow-filled passages as the Pathfinders forge forward. Nearby, Venture-Captain Armeline Jirneau holds up a hand for silence. A few moments later she whispers, “I heard something. Footsteps and muffled voices. Be careful.”
FOOTSTEPS

---

Four new leads. Where would you like to go?

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

perception dc 19: 1d20 + 7 ⇒ (1) + 7 = 8

I appreciate the offer. Didn't want that to turn ugly. I just might reach out after this, you all seem to have a head on your shoulders.Amiri pats the kobald's head kindly.

Seems like we have a whole lot of options again. Once again, it seems we have some pathfinder's lives on the line so I think that one should take priority.

Vote for Investigate.

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Medicine: 1d20 + 8 ⇒ (17) + 8 = 25

"Hmm. 4 different types of skeletons in there. Anyone good at picking apart societies? I know those are humans, but the small ones are reptilian humanoids with snouts? Oh, I also see ratfolk. And the big skeletons have 4 arms with tusks."
Society checks can determine what they are- I am untrained.

"Ah well, no rest for the wicked." She turns to the Venture-Captain's voice. "Let's move on."

She smiles and tries not to fall over as Eando claps her on the back. "Nothin' to it. A lot of fey owe me favors, so I get to cash them in occasionally."

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Even kobolds can find redemption, thinks Othello to himself.

"Let's save some of our fellow Pathfinders. Surely those that may be seeking redemption should be saved first."

Envoy's Alliance

F Orc AC: 22 Fort:10 Ref: 7 Will: 8 HP: 50/58

"Yup lets rescue the missing people," she says throwing her backpack over her shoulder.


The End Awakens | The Day the River Died

You speak with Eando first, and head out in the dricetion of the non-responsive scouts.

The hallways you pass through twist and turn, though less confusingly than below. Several rooms just off or these more ordered halls, revealing chambers with wooden bedframes and empty shelves. They remind you of some of the places in the Grand Lodge: communal living spaces where multiple people could live and rest together in semi-spartan but comfortable places.

A bit ahead you see some of the wall on the right side of the area have partially collapsed. The collapse reveals a set of ice tunnels behind them that wind off into the distance, while there are a few more intact hallways that seem to continue in a similar direction.

Continuing through the worked halls, or checking out the icy tunnels?

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

That tunnel looks interesting. I wonder if the scouts decided to check it out... but I know my ice and it might be hard for you all who didn't grow up in the frozen North. Amiri looks for any hits to which direction the scouts may of gone.

Perception is +7. Not sure if this should be a secret check or not.

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Miladistra looks around for a bit. "Might be worth checking out the cavern."

Miladistra's Perception is +8. She is a >Whisper Elf<, so she gets a bonus to hearing undetected creatures.

Deroff has Perception +10. He has scent as an imprecise sense within 30 feet.


The End Awakens | The Day the River Died

GM:

AP: 1d20 + 7 ⇒ (17) + 7 = 24
MP: 1d20 + 8 ⇒ (5) + 8 = 13
DP: 1d20 + 10 ⇒ (3) + 10 = 13

Amiri and Miladistra takes a few tentative steps into the icy tunnels. The air is even colder in here, and the rough and uneven tunnels wall make them seem naturally formed rather than carved out. A sheen on icy also covers then floor, whihc rises and falls unevenly.

The Uneven Ground is going to require the Balance action to move. That means you often will not move full speed and it is possible you will fall down. Anyone without Steady Balance will be flat footed.

Note that the ice is also/ Difficult Terrain also modifies the movement cost.

If you have questions on this, please ask here.

Of course in Exploration mode the Balance checks aren't needed. Just posting in case a different mode begins...[/ooc]

Down the tunnels ahead, Amiri hear a quiet but steady crunching sound...

Envoy's Alliance

F Orc AC: 22 Fort:10 Ref: 7 Will: 8 HP: 50/58

"Well that sounds like someone is ahead. Lets be on our best guard."


Im switching my weapon to wielding it 2 handed.

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Amiri lifts a hand and in a hushed voice, Something is ahead of us crunching. Let's move! Once everyone has made it clear that they are ready, Amiri leads the way forward.


The End Awakens | The Day the River Died

Moving carefully through the ice, the sound of crucnhes grows as you forge ahead. Further, a tangible unpleasent odor wafts to your noses - a smell of rotting.

Turning a corner after goign through a narrower ection of the tunnel, you come face to face with a macabre sight. An emeacated grey-skinned humanoid crouches hunched over another prone figure. The fallen body is clearly dead, lying in a pool of blood, while a wayfinder dangles from its arm: an arm separated from the body and currently being held and gnawed on by the crouching figure. A ways behind it, in a section of the complex still well intact, a second reeking form is feasting on a different body. Down in the tunnel, far off in the corner you see a pile of more bodies thrown together, preserved by the ice's cold.

As you take in them, the closer figure notices you. A sharp grin spreads across its face, threatening to curl all the way upwards to its pointed ears.

Well, more meat on the menu. What luck!

GM:

A I: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
L I: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
M I: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
O I: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
G: 1d20 + 8 ⇒ (1) + 8 = 9
B: 1d20 + 8 ⇒ (7) + 8 = 15
Y: 1d20 + 7 ⇒ (15) + 7 = 22
R: 1d20 + 7 ⇒ (2) + 7 = 9

Initiative

Othello
thing
Lynn
Miladistra
thing
Amiri

Reminder: ice (the rubble and/or brown-green part of the map) is both Difficult and Uneven terrain

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Can we make a basic knowledge check about these 'things'?

Othello moves up, and strikes with his halberd: 1d20 + 12 ⇒ (18) + 12 = 30.

damage: 2d10 + 2 ⇒ (8, 7) + 2 = 17
additional damage, if critical: 2d10 + 2 ⇒ (2, 7) + 2 = 11

Othello attacks again: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11


The End Awakens | The Day the River Died

You can, though Recalling Knowledge would be an action.

Balance to move: 1d20 + 10 ⇒ (10) + 10 = 20

Othello manages to keep his footing and move just close enough to strike at the figure gnawing on your comrades. As he closes the stench in the air becomes almost overpowering, but he pushes through and delivers a tremendous blow that knocks the creature to the ground terribly wounded.

Fort: 1d20 + 10 ⇒ (8) + 10 = 18 When you come within 10 feet of these things, you will need to make a Fortitude save to avoid being Sickened 1

its Reflex: 1d20 + 10 ⇒ (5) + 10 = 15

From ahead in the tunnels near where the larger pile of bodies rests a new creature suddenly emerges from around the corner. Similarly gray-skinned, with its flesh drawn tight against its body, in scrambles towards you (with some difficulty) across the ice.

Acrobatics for Balance: 1d20 + 7 ⇒ (10) + 7 = 17
Acrobatics for Balance: 1d20 + 7 ⇒ (3) + 7 = 10
Acrobatics for Balance: 1d20 + 7 ⇒ (11) + 7 = 18

Food, food food, FOOD

Initiative

Othello
yellow thing

Lynn
Miladistra

thing
Amiri
green thing, 28 damage

**Reminder: ice (the rubble and/or brown-green part of the map) is both Difficult and Uneven terrain**

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Religion basic knowledge : 1d20 + 6 ⇒ (11) + 6 = 17

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Othello, it looks like you took all three of your actions in the previous post and it recall knowledge is an action in 2e. I think you will need to wait till next round before you get to make that check (unless you have an ability to get a free recall, not too familiar with Champion class to be honest.

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Miladistra frowns. "Huh. Alright Othello, I'm gonna make you bigger so you can reach 'em easy."

Othelllo smells a warm apple pie as he is Enlarged. With that she pats Deroff. "Sorry boy, we gotta get over there."

Deroff's Acrobatics: 1d20 + 12 ⇒ (10) + 12 = 22
Deroff's Acrobatics: 1d20 + 12 ⇒ (18) + 12 = 30

Deroff maintains his footing on the ice as he approaches the thing wearing Yellow rags. It smells horrible.

Deroff's Fort: 1d20 + 12 ⇒ (7) + 12 = 19
Miladistra's Fort: 1d20 + 5 ⇒ (6) + 5 = 11 "Ugh, yer supposed to wash yerself, 'member?" Her stomach wants to lurch free.

◆◆ Cast >Enlarge< on Othello. He is Clumsy 1, but he deals +2 weapon damage and has 10 feet of reach.
◆ Command an Animal
◇ Fort Save vs Stench (failed)

Deroff:
◆ Balance (DC 22)
◆ Balance (DC 30)
◇ Fort Save vs Stench (DC 19)


Eidolon/Psychopomp Perception+9 AC 21, Fort +9, Ref +10, Will +9


Act Together Boost Eidolon Move
Move
Fort Save fort: 1d20 + 9 ⇒ (12) + 9 = 21
Attack
peck: 1d20 + 11 ⇒ (5) + 11 = 16

"Be gone you follow beasts. I'll send you back to Pharasma's domain," the nosoi calls out while unsuccessfully trying to claw at the creature.


The End Awakens | The Day the River Died

Ezra Balance: 1d20 + 10 ⇒ (18) + 10 = 28
Peck damage: 2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10

Ezra hops along fine, and is able to finish off the knocked-down creature (tastes terrible though).

The fiend in the room snarls and moves towards you, though has a bit more trouble on the ice.

Balance: 1d20 + 10 ⇒ (2) + 10 = 12
Balance: 1d20 + 10 ⇒ (13) + 10 = 23

Initiative

Othello, enlarged
yellow thing
Lynn
Miladistra, Deroff sickened 1
blue thing

Amiri

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Pre_Gen wrote:
Othello, it looks like you took all three of your actions in the previous post and it recall knowledge is an action in 2e. I think you will need to wait till next round before you get to make that check (unless you have an ability to get a free recall, not too familiar with Champion class to be honest.

Not Recall Knowledge, but a basic knowledge check. If I pass, Othello should get the name, and maybe type of critter. I think I know what it is, but Othello might not.

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Never heard of a basic knowledge check. Interesting, do you know where the rules are on that? I am sure my players at my table would be interested in that.

Amiri grunts angerly at the fact it is so difficult to move around the room. I am used to living in the freezing cold, how have I not gotten any better at this! but she moves slow to approach the blue creature. Needing to pick between channeling her anger and attacking, she goes with the later.

◆ Balance ◆ Balance ◆ Strike (Will replace the strike with another balance or stand up depending on how these rolls go/replace the second balance check with entering rage if the first was a critical success (add 6 more damage to the attack))

Balance: 1d20 + 6 ⇒ (18) + 6 = 24
Balance: 1d20 + 6 ⇒ (7) + 6 = 13
strike at blue: 1d20 + 10 ⇒ (16) + 10 = 26
magical slashing damage: 1d12 + 4 ⇒ (6) + 4 = 10

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Othello Verese wrote:
Pre_Gen wrote:
Othello, it looks like you took all three of your actions in the previous post and it recall knowledge is an action in 2e. I think you will need to wait till next round before you get to make that check (unless you have an ability to get a free recall, not too familiar with Champion class to be honest.
Not Recall Knowledge, but a basic knowledge check. If I pass, Othello should get the name, and maybe type of critter. I think I know what it is, but Othello might not.

So, after doing some research, it must be that all the players in our local area are playing this wrong (and I learned 2e from them). RAW states that I need to spend an action to even learn the name of it. Sheesh! I'm gonna have to point this out to local players -- in a gentle way, of course.

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Darn, I was hoping I was the one doing it wrong haha

Envoy's Alliance

F Orc AC: 22 Fort:10 Ref: 7 Will: 8 HP: 50/58


To be fair we've all done that.


The End Awakens | The Day the River Died

Balance DC is 17

Reflex: 1d20 + 10 ⇒ (6) + 10 = 16

Amirir deals a mighty blow to the balancing creature, knockin got to the ground.

By the pile, yet another creature emerges and races towards you!

Balance: 1d20 + 7 ⇒ (16) + 7 = 23
Blanace: 1d20 + 7 ⇒ (2) + 7 = 9
Balance: 1d20 + 7 ⇒ (3) + 7 = 10

Initiative

Othello, enlarged
yellow thing
Lynn
Miladistra, Deroff sickened 1
blue thing 20 damage, prone
Amiri
Red thing

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

as much as I would like to take the hit there, I wouldn't be able to. It took 2 balances to move into position and first was a success without crit. Second was a failure but not crit. So instead of attacking my third action would be balance again which with the die I rolled for my attack would be 24 so another success without crit.

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello attacks the prone thing: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 4d10 + 4 + 4 ⇒ (9, 1, 6, 7) + 4 + 4 = 31

Then attacks the yellow thing: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21
damage: 2d10 + 2 + 2 ⇒ (3, 10) + 2 + 2 = 17

And attacks the yellow thing again: 1d20 + 12 - 10 ⇒ (5) + 12 - 10 = 7


The End Awakens | The Day the River Died

Gotcha Amirir, thanks for clarifying. Conditional actions in PvP: always so fun...

Luckily the point becomes academic, as:

Othello's excellent first swing doesn't care if the target is up or down - with that much for behind it it goes down hard.

The second slice cuts into the second target. Hurt, but still standing, it apporaches the barbarian and attacks her. Luckily for Amiri, its luck seems to have been situated in its feet instead of its upper half.

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Acrovbatics: 1d20 + 7 ⇒ (14) + 7 = 21
CHOMP: 1d20 + 9 ⇒ (4) + 9 = 13 for Piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Slash!: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13 for slashing damage: 1d4 + 1 ⇒ (1) + 1 = 2

Initiative

Othello, enlarged
yellow thing 17 damage

Lynn
Miladistra, Deroff sickened 1
Amiri

Red thing

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Yeah, knowing what the DC for the check makes it easy for the next posts just to cut back on the "if,then" situations.

Nice of you to come to me! She says to whatever creature this is with a smile as she begins to let her furry guide her. She lashes out at it twice in two quick slices with her large blade.

◆enter rage ◆strike ◆strike

attack at yellow: 1d20 + 10 ⇒ (19) + 10 = 29
magical slashing damage: 1d12 + 10 ⇒ (11) + 10 = 21
attack at yellow: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
magical slashing damage: 1d12 + 10 ⇒ (1) + 10 = 11

if first attack kills it:

well still managed to get a conditional action in this post. If the first attack kills yellow, Amiri will use her final action to Balance 15 feet closer to red.

Acrobatics dc 17: 1d20 + 6 ⇒ (1) + 6 = 7


The End Awakens | The Day the River Died

Amiri gets mad, and her target gets obliterated.

Then the ocy floor gets mad back, and Amirir slips and falls to the ground.

Initiative

Othello, enlarged
Lynn
Miladistra, Deroff sickened 1

Amiri, raging, prone
Red thing

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

"I'm gonna slow it down." Miladistra wrangles a stream of tanglefoot vine from... well, she's not sure either. She hurls it at the thing in Red.

Spell Attack vs Red's AC: 1d20 + 10 ⇒ (15) + 10 = 25
Assuming that hit, Red takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against DC 20 to remove the penalty.

She pets Deroff. "Hold steady, Deroff. Let it come to us."

◆◆ Cast >Tanglefoot<
◆ Command an Animal

Deroff focuses on biting the Red thing if it gets close to him.

◆◆ Ready an Action (Strike)

Readied Strike:

Jaws: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d8 + 3 ⇒ (7, 1) + 3 = 11


The End Awakens | The Day the River Died

Botting Lyyn

Lynn boosts Ezra while the putsider, seeing Deroff' patience, moves to follow suit.

Act Together: Boost Eidolon and Move, then Ready Action to Strike
Balance: 1d20 + 8 ⇒ (12) + 8 = 20

Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

The last creature desperately rushes towards the fallen Amiri, but two quick chomp/pecks from your animal/animal-shaped allies send it back to its grave

Ezra's readied attack: 1d20 + 11 ⇒ (8) + 11 = 19 for Piercing: 2d6 + 1 + 2 ⇒ (5, 5) + 1 + 2 = 13

COMBAT OVER!!!

With the four figures still and not moving, you have a moment to catch your breath. You think you hear some faint moaning from the piles of bodies at the tunnel's end.

You also now have a chance not only to try and identify these things (Religion), but a Medicine check might also notice something.

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello looks over the dead things to try to figure out what they are.

Religion: 1d20 + 6 ⇒ (1) + 6 = 7

Medicine: 1d20 + 8 ⇒ (14) + 8 = 22

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Amiri stands up from her embarrassing fall. It wasn't the ice... I must of slipped on the blood or something.

bluff?: 1d20 + 1 ⇒ (8) + 1 = 9

But given her red cheeks and embarrassed look, no one is believing her. She shamefully cleans her sword and sulks quietly for a moment. Once she has recovered and put that whole ordeal out of mind, she goes over and joins Othello at looking at the bodies.

religion: 1d20 ⇒ 16
medicine: 1d20 ⇒ 14

Verdant Wheel

| Deroff | ♥️ 48 | AC 22 | Saves 11/12/14 | Perception +12 (Whisper Elf) | Init +12 (+2 with Perception)| PFS ID: 133608-2002 |NG Female Elf Sorcerer (Nymph) 7 | Spells -/4/4/4/3 | Focus Points ☑☑ | ☘️ 1 | ◆◇ ◈ ↺ ☑□ |

Miladistra eventually regains her bearings. "Good job, everyone."

Medicine: 1d20 + 8 ⇒ (10) + 8 = 18

"Hmm. What were those things?" Her ears twitch. "What's that moaning? Let's take a look..." Deroff slowly rides over.


The End Awakens | The Day the River Died

Amiri and Othello loom over the fallen enemies. Othello is surprisingly uncertain about them possibly not used to gazing at things from such an oddly high angle but Amiri recognizes the creatures as ghasts and ghouls - corpse-eating undead. The champion notices that while the cause of their second-death is obvious - you - the ghouls' and ghasts' bodies are covered in bite and claw marks. Likely originally slain by some sort of animal or beast.

Approaching the pile of bodies, Miladistra and Deroff are greeted with the sight of many more corpses. Some bear Pahtfinder garb, while others wear strange attire. Amongst the slain are several crimson-skinned humans wearing thick warm furs, and one large four-armed humanoid with grey skin, four arms, and tusks jutting out from its mouth.

A quick motion causes a start: one of the bodies is moving, still alive! A woman with a wayfinder draped around her neck weakly looks at you bruised and cut, tires to whisper something, then passes out again. One Pathfinder is alive, barely.

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello kneels next to the pathfinder and tends to her wounds.

Medicine/Treat Wounds: 1d20 + 8 ⇒ (17) + 8 = 25

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