GM Frost's S02-03 Catastrophe's Spark [PbP Outpost VI] (Inactive)

Game Master Frozen Frost

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Challenge Points: 19 (High Tier, Level 3-4)
Start Date: 6 March 2023
End Date: 15 May 2023


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Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Hearing that naxath is dead, Sorbet remarks under her breath, "You could have just said that at first."

She then turns to the Pathfinders. "I say we take the gem and run. Just.... keep it in a bag or something until the boffins can get a look at it."

Envoy's Alliance

male half-orc medic 4 | HP 52/52 | AC 22 (24 w/shield (hardness 8, HP64, BT32)) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 | speed 35 |◆ | ◇ | ↺

Desmond shrugs. "I mean, if he's dead, then removing it won't cause any further harm, right?"


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I assume one among you will remove the gem from the dessicated body...

And as expected, rumble turns into shaking. They need to leave the underground immediately, tracing their way back to the surface!

About Chase Subsystem:
Your escape from the facility is handled using the chase subsystem. The chase is represented as series of obstacles that occur in rounds. Each obstacle is one of the rooms in the facility. During the chase, all the characters must overcome a series of obstacles that represent challenges during the different legs of the pursuit. Each obstacle requires a certain number of Chase Points to overcome. Typically, there are multiple ways to overcome an obstacle.

On your turn, you describe what you do to help the group get past the obstacle. You then attempt any required roll, or perform the required action for a choice without a check. If you attempt a roll, the result determines how many Chase Points you gain.
Critical Success The PCs gain 2 Chase Points.
Success The PCs gain 1 Chase Point.
Critical Failure The PCs lose 1 Chase Point.

Once you accumulate enough Chase Points to overcome the obstacle, you immediately move to the next. Extra Chase Points don’t carry over to the next obstacle—each requires its own number of Chase Points to overcome.

Since Amkha is with you, it offers its help in overcoming the obstacles in the chase. Amkha can change a critical failure into a normal failure once per obstacle.

❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 1 - Flailing Roots in Antechamber
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (18/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Hazard!!! (- HP)Chase Points Needed 5; Overcome DC 18 Nature to realize that these roots have the bruorsivi weakness to fire and shy away from flame; DC 17 Acrobatics to weave a path through the room. The roots of the bruorsivi trees burst through the ceiling, flailing madly, animated by some dark power. Or other skills justified by roleplay at a higher DC.

Envoy's Alliance

The acrobat will attempt to acrobatically weave a path through the room
1d20 + 11 ⇒ (1) + 11 = 12 acrobatics
HeroPoint
1d20 + 11 ⇒ (16) + 11 = 27

Grand Archive

male elf wizard (unified magic theory, cleric) 5 | ♥️41 (pearly white spindle aeon stone) | ⛨21 | F+10 R+12 W+13 | Perc +11; low-light vision | Stealth +10 | speed 30ft | wizard spells 1 ☐dizzying colors ☐force barrage ☐grease; spells 2 ☐☐blazing bolt ☐floating flame; spells 3 ☐haste ☐lightning bolt | drain bonded item [1][2][3] | cleric spells 1 ☐heal | focus ☐ | ⚕none

DC18 Nature: 1d20 + 7 ⇒ (10) + 7 = 17

Just keep running!

Envoy's Alliance

male half-orc medic 4 | HP 52/52 | AC 22 (24 w/shield (hardness 8, HP64, BT32)) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 | speed 35 |◆ | ◇ | ↺

Desmond tries to follow Graeyson's weaving path through the roots. "Go! Go! Go!"

Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28

Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Before

Desmond Vilks wrote:
Desmond shrugs. "I mean, if he's dead, then removing it won't cause any further harm, right?"

"You'd be surprised."

Now

Miss Sorbet takes a moment to try to analyze these roots.

Nature: 1d20 + 4 ⇒ (17) + 4 = 21

"They hate fire as well! Hit them with flame - just keep it away from me!"

Vigilant Seal

N Human Magus (starlit span) 1 [level bump] | HP 11/27 | AC 19 | F +7 / R +8 / W +7 | Perception +5 | Focus points 1/1 | Default exploration: Avoid Notice (Stealth +8) | Hero Points 2/3 | Speed: 25 ft | Conditions: none | Spell DC: 17

Mafalda starts running and does her best to keep away from the vines.

Acrobatics: 1d20 + 4 ⇒ (3) + 4 = 7
Ouch, using a hero point

Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
Great

It is all a bit much, however, and she is unable to properly avoid the roots.

Envoy's Alliance

Poor Mafalda,lol


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Botting Razzm...
Athletics: 1d20 + 9 ⇒ (6) + 9 = 15

Razzm rips the vines as he gets past them.

The groups manages to get past the first room collapsing on to them, thanks to the others that quickly get Mafalda back on her feet.

Someone's wrath has animated the bones from the ossuary. Half-formed skeletons stalk to and fro in the corridor, their claws twitching, looking for something to rend.

❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 2 - Vengeful Skeletons in Facility Depths
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (18/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Vengeful Skeletons (- HP)Chase Points Needed 6; Overcome DC 18 Deception to create a distraction that draws the skeleton’s attention; DC 19 Stealth to sneak past; DC 16 Undead Lore to predict their movement. Or other skills justified by roleplay at a higher DC.

Envoy's Alliance

I accidently posted this in the discussion

Seeing the skeletons wandering around, the ranger looks back to his companions and mouths, Either sneak by or create a distraction, we may not be in a condition to survive this.
1d20 + 11 ⇒ (15) + 11 = 26 sneaky sneaky sneak

Envoy's Alliance

male half-orc medic 4 | HP 52/52 | AC 22 (24 w/shield (hardness 8, HP64, BT32)) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 | speed 35 |◆ | ◇ | ↺

Stealth: 1d20 + 8 ⇒ (3) + 8 = 11

Desmond tries to follow Graeyson again, but he kicks a bone halfway across the hallway sending it clattering.

Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Miss Sorbet doesn't like to talk about the incident that led to her being animated, but she can never forget it.

Lore: Undead: 1d20 + 8 ⇒ (8) + 8 = 16

"See how they have trouble changing direction? Do not run in a straight line, weave from left to right."

Vigilant Seal

N Human Magus (starlit span) 1 [level bump] | HP 11/27 | AC 19 | F +7 / R +8 / W +7 | Perception +5 | Focus points 1/1 | Default exploration: Avoid Notice (Stealth +8) | Hero Points 2/3 | Speed: 25 ft | Conditions: none | Spell DC: 17

Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
lol, ok, dice, have it your way

Mafalda follows in complete silence and grace right behind Graeyson, effortlessly surpassing Desmond. This proves to be a terrible idea.

When Desmond kicks the bone, it hits her right in the back of her head. Disoriented, she trips, falls, tries to get up, bumps right into a skeleton, trips again, grasps at the skeleton's fibula, and falls again still holding the bone in her hand.

Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Miss Sorbet shrugs at one of the skeletons. "Flesh creatures, eh?"

Grand Archive

male elf wizard (unified magic theory, cleric) 5 | ♥️41 (pearly white spindle aeon stone) | ⛨21 | F+10 R+12 W+13 | Perc +11; low-light vision | Stealth +10 | speed 30ft | wizard spells 1 ☐dizzying colors ☐force barrage ☐grease; spells 2 ☐☐blazing bolt ☐floating flame; spells 3 ☐haste ☐lightning bolt | drain bonded item [1][2][3] | cleric spells 1 ☐heal | focus ☐ | ⚕none

Voron hopes that not only can he be sneaky, but that others may draw attention and he may be less interesting to the skeletons.

DC19 Stealth: 1d20 + 6 ⇒ (5) + 6 = 11

Then he trips over his staff...


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Botting Razzm...

Athletics: 1d20 + 9 ⇒ (10) + 9 = 19

Razzm pushes his way out as the skeletons try to crowd him.

But their group efforts are not enough to get past them, and with that, collapsing rocks bludgeon them with 10 bludgeoning damage with DC 23 basic Reflex save.

Voron Keyphyra's Reflex (T): 1d20 + 6 ⇒ (3) + 6 = 9 Crit Fail, hero point?
Greayson's Reflex (E): 1d20 + 11 ⇒ (19) + 11 = 30 Success, half damage
Mafalda Delacerda's Reflex (T): 1d20 + 8 ⇒ (11) + 8 = 19 Failure, full damage
Razzm Tazzm's Reflex (E): 1d20 + 7 ⇒ (19) + 7 = 26 Success, half damage
Desmond Vilks's Reflex (E): 1d20 + 10 ⇒ (18) + 10 = 28 Success, half damage
Miss Sorbet, Chain of Aster's Reflex (T): 1d20 + 4 ⇒ (18) + 4 = 22 Failure, full damage

Moving forward, they come to a fork in the corridors, and they have to choose which way they should all go. Which way will you go, to the west or east? You are currently here in the Map.

Envoy's Alliance

That is mean!

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Razzm wakes from his dreamlike state to find rocks tumbling down upon them. He watches with particular alarm as one boulder appears to bash poor Voron squarely in the head! He checks his pockets for a healing potion... If Voron's crit fail stands I think that will knock them to Dying, in which case Razzm will feed them a minor healing potion (1d8 healing)

No particular preference for which direction at the fork but will vote for east just because. Happy to be overruled if anyone has a preference.

Grand Archive

male elf wizard (unified magic theory, cleric) 5 | ♥️41 (pearly white spindle aeon stone) | ⛨21 | F+10 R+12 W+13 | Perc +11; low-light vision | Stealth +10 | speed 30ft | wizard spells 1 ☐dizzying colors ☐force barrage ☐grease; spells 2 ☐☐blazing bolt ☐floating flame; spells 3 ☐haste ☐lightning bolt | drain bonded item [1][2][3] | cleric spells 1 ☐heal | focus ☐ | ⚕none

DC 23 Reflex, hero point: 1d20 + 6 ⇒ (9) + 6 = 15 welp...

Envoy's Alliance

male half-orc medic 4 | HP 52/52 | AC 22 (24 w/shield (hardness 8, HP64, BT32)) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 | speed 35 |◆ | ◇ | ↺

Save the potion for just a moment.

Desmond grabs Voron and sets his arm quickly. "Can't stay here long enough to really treat it. Let's keep moving."

Battle Medicine on Voron: 1d20 + 9 ⇒ (6) + 9 = 15
Healing: 2d8 ⇒ (4, 4) = 8

East is fine with me.

Vigilant Seal

N Human Magus (starlit span) 1 [level bump] | HP 11/27 | AC 19 | F +7 / R +8 / W +7 | Perception +5 | Focus points 1/1 | Default exploration: Avoid Notice (Stealth +8) | Hero Points 2/3 | Speed: 25 ft | Conditions: none | Spell DC: 17

Yeap, let's go east

Envoy's Alliance

It don't matter to me


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With some healing Voron is healed after he gets hurt with the falling debris.
Going east...

In this area, the intense quaking of the ground has resulted in a shower of books and rocks through the library.

"❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 3 - Collapsing Ceiling in the Library
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (16/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Collapsing Ceiling! (- HP)Chase Points 6; Overcome DC 17 Acrobatics or Athletics to weave or push through; DC 16 Perception to time passage through falling objects.

Envoy's Alliance

male half-orc medic 4 | HP 52/52 | AC 22 (24 w/shield (hardness 8, HP64, BT32)) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 | speed 35 |◆ | ◇ | ↺

Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14

Desmond goes darting through the debris, but he isn't quick enough to avoid a large chuck, slamming him in the shoulder.

Grand Archive

male elf wizard (unified magic theory, cleric) 5 | ♥️41 (pearly white spindle aeon stone) | ⛨21 | F+10 R+12 W+13 | Perc +11; low-light vision | Stealth +10 | speed 30ft | wizard spells 1 ☐dizzying colors ☐force barrage ☐grease; spells 2 ☐☐blazing bolt ☐floating flame; spells 3 ☐haste ☐lightning bolt | drain bonded item [1][2][3] | cleric spells 1 ☐heal | focus ☐ | ⚕none

Voron blinks awake and sees that Desmond has aided him.

Thank you... back to work I suppose.

Time passage through falling objects (DC 16 Perception): 1d20 + 7 ⇒ (6) + 7 = 13

Vigilant Seal

N Human Magus (starlit span) 1 [level bump] | HP 11/27 | AC 19 | F +7 / R +8 / W +7 | Perception +5 | Focus points 1/1 | Default exploration: Avoid Notice (Stealth +8) | Hero Points 2/3 | Speed: 25 ft | Conditions: none | Spell DC: 17

Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
lololololol

Do the writhing roots and vines look a bit too much like something that deeply traumatised Mafalda during her childhood? Have the magics in these ruins triggered an atavistic impulse towards self-destruction? Is she double-fisting bottles of military-grade liquor at such high speeds no one else in the team is noticing?

It is impossible to say for sure. What is clear is Mafalda has left a bloodied imprint of her face on every pillar, door, and wall the group has come across since this mad run began.

Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Used to lab accident and larger things falling on her, Miss Sorbet can easily locate the gaps between bits of rubble.

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Perception DC 16: 1d20 + 9 ⇒ (14) + 9 = 23

Razzm glances towards the ceiling and then skillfully somersaults past the falling wreckage.

Envoy's Alliance

1d20 + 11 ⇒ (20) + 11 = 31 acrobatics

The young man will acrobatically dodge the falling debris in the only way that an acrobat can do.


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Miss Sorbet and Razzm has no problem getting out of the library, and while they and Graeyson makes sure to help those who are having hard time to get out, they do not have enough time to escape, causing rocks and books fall on them and deal 10 bludgeoning damage vs DC 23 basic Reflex save.[/ooc]

We are down to the last two skill checks...

Everyone roll the DC 23 basic Reflex save vs 10 bludgeoning first before doing skill checks for the next chase. If a PC is knocked unconscious during this chase, one of the other party members can carry them along to the next area, though this imposes a –1 circumstance penalty to all the carrying PC’s checks. The unconscious PC can no longer participate in the chase unless another PC skips their turn in the chase to heal them (using Battle Medicine, the heal spell, consumable items, or other methods).

The bowls the statues hold have erupted in dark flame. Sparks and smoke fill the corridor. And please do not fail for the last two skill checks.

❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 4 - Fiery Wrath in Statue Corridor
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Voron (AC 17): DC 23 basic Reflex save vs 10 bludgeoning damage
Desmond (AC 20, 22 w Shield): DC 23 basic Reflex save vs 10 bludgeoning damage
Miss Sorbet (AC 18): DC 23 basic Reflex save vs 10 bludgeoning damage
Razzm (AC 21, 23 w Shield): DC 23 basic Reflex save vs 10 bludgeoning damage
Mafalda (AC 19): DC 23 basic Reflex save vs 10 bludgeoning damage
Graeyson (AC 20): DC 23 basic Reflex save vs 10 bludgeoning damage

──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (16/18 HP)
➤ Desmond (AC 20, 22 w Shield) (33/33 HP)
➤ Miss Sorbet (AC 18) (24/24 HP)
➤ Razzm (AC 21, 23 w Shield) (44/44 HP)
➤ Mafalda (AC 19) (27/27 HP)
➤ Graeyson (AC 20) (41/41 HP)
Fiery Wrath! (- HP)Chase Points 5; Overcome DC 18 Thievery to swat sparks aside; DC 19 to protect oneself from the smoke. The bowls the statues hold have erupted in dark flame. Sparks and smoke fill the corridor. Or other skills justified by roleplay at a higher DC.

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

DC 23 Reflex: 1d20 + 7 ⇒ (18) + 7 = 25

Not sure which skill is required for the DC 19 check but Razzm doesn't have Thievery so I'll just make a die roll and see if it lines up with one of the skills I do have. If, however, someone is knocked unconscious by the Reflex save then Razzm will instead use his turn to feed them a healing potion so that they can make a skill check instead.

DC 19 skill check TBD: 1d20 ⇒ 5 + modifier TBD
Whelp, probably not going to matter regardless...

EDIT: Razzm would have used Acrobatics but with a +5 he still would have failed though thankfully he (just) misses a crit failure.

Grand Archive

male elf wizard (unified magic theory, cleric) 5 | ♥️41 (pearly white spindle aeon stone) | ⛨21 | F+10 R+12 W+13 | Perc +11; low-light vision | Stealth +10 | speed 30ft | wizard spells 1 ☐dizzying colors ☐force barrage ☐grease; spells 2 ☐☐blazing bolt ☐floating flame; spells 3 ☐haste ☐lightning bolt | drain bonded item [1][2][3] | cleric spells 1 ☐heal | focus ☐ | ⚕none

DC23 Reflex: 1d20 + 6 ⇒ (11) + 6 = 17

No thievery so a D19 "something"

Voron attempts to control the sparks with what he knows via his produce flame cantrip.

DC19 Arcana: 1d20 + 8 ⇒ (10) + 8 = 18 Wow... still no luck.

IF Voron has a hero point left...:
DC19 Arcana: 1d20 + 8 ⇒ (10) + 8 = 18 ahahahahaha, wow


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Rereading the text, the DC 19 part does not have skill indicated, which is weird. I will allow relevant skills that can be used to protect one's self from smoke, such as Survival, Nature, Stealth, or Acrobatics.

Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Reflex Save: 1d20 + 4 ⇒ (10) + 4 = 14

"Why are you tall people so clumsy? Are your eyes just too far from the ground to see where you're goin?"

Smoke damage is hard to get out of plush, so Miss Sorbet fashions herself a makeshift mask.

Crafting: 1d20 + 8 ⇒ (9) + 8 = 17

No hero points, so I am stuck with that roll. Circumstance bonus because smoke rises? ;)

-4 to that check if I have to use one of the listed skills instead

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Not sure if I have a hero point remaining but if I do it seems like it's worth spending to take another shot at the Acrobatics check...

Hero Point reroll if possible, DC 19 Acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22

Envoy's Alliance

Okay, catching up on the reading real quick

Envoy's Alliance

The acrobat will attempt to dodge even more debris
1d20 + 11 ⇒ (6) + 11 = 17 reflex

Envoy's Alliance

male half-orc medic 4 | HP 52/52 | AC 22 (24 w/shield (hardness 8, HP64, BT32)) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 | speed 35 |◆ | ◇ | ↺

Reflex Save DC23: 1d20 + 10 ⇒ (14) + 10 = 24

Desmond manages to dodge some of the falling debris. He tries to keep weaving around to avoid the fire.

Acrobatics, DC19: 1d20 + 8 ⇒ (13) + 8 = 21

Envoy's Alliance

Acrobatics check to avoid the fire 1d20 + 11 ⇒ (14) + 11 = 25

Vigilant Seal

N Human Magus (starlit span) 1 [level bump] | HP 11/27 | AC 19 | F +7 / R +8 / W +7 | Perception +5 | Focus points 1/1 | Default exploration: Avoid Notice (Stealth +8) | Hero Points 2/3 | Speed: 25 ft | Conditions: none | Spell DC: 17

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Thievery: 1d20 + 8 ⇒ (3) + 8 = 11

Mafalda continues on her streak of bad luck, completely unable to dodge the falling stones and the last fiery stretch of the group's escape.

Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Spend those Hero Points - we can't save them for the next scenario!

Vigilant Seal

N Human Magus (starlit span) 1 [level bump] | HP 11/27 | AC 19 | F +7 / R +8 / W +7 | Perception +5 | Focus points 1/1 | Default exploration: Avoid Notice (Stealth +8) | Hero Points 2/3 | Speed: 25 ft | Conditions: none | Spell DC: 17

I have spent both of them already, unfortunately. One turned a 2 into a 3. Paizo's forums are out to get me.


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Razzm manages to evade some rocks falling. and not be burned by the fire. Voron is hit by something big in his shoulder, so is Miss Sorbet. Desmond also makes his way not that harmed, as well as Graeyson.

The group work together to get out of the next chamber. Most of them manage to evade the fiery blow, and Miss Sorbet provides them with makeshift masks.

Success

What's next is a long stretch of tunnel before they can reach ruface. Phantasmal flames, thunderclouds, and other disasters roil in the darkness as the malevolent will of the deity bears down on the collapsing tunnel.

❖❖❖❖❖❖❖❖❖❖
CATASTROPHIC CHASE! Round 5 - The Long Stretch in Tunnel and Wine Cellar
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Voron (AC 17) (6/18 HP)
➤ Desmond (AC 20, 22 w Shield) (28/33 HP)
➤ Miss Sorbet (AC 18) (14/24 HP)
➤ Razzm (AC 21, 23 w Shield) (39/44 HP)
➤ Mafalda (AC 19) (17/27 HP)
➤ Graeyson (AC 20) (36/41 HP)
Long Stretch! (- HP)Chase Points 5; Overcome DC 17 Will save to repel the will of angry deity; DC 16 Athletics to keep running; DC 15 Intimidation to push back the hate with a primal scream. Or other skills justified by roleplay at a higher DC.

This will be the last skill check.

Envoy's Alliance

Are these the options or do we choose 1?


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Just one skill needed to be rolled. I am looking for 5 chase points for the group. A successful skill check gives 1 chase point, while 2 for a crit success. -1 for crit fail, though.

Envoy's Alliance

male half-orc medic 4 | HP 52/52 | AC 22 (24 w/shield (hardness 8, HP64, BT32)) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 | speed 35 |◆ | ◇ | ↺

Will Save: 1d20 + 9 ⇒ (2) + 9 = 11

Well crud. No more hero points either. At least it's not a crit fail.

Grand Archive

male elf wizard (unified magic theory, cleric) 5 | ♥️41 (pearly white spindle aeon stone) | ⛨21 | F+10 R+12 W+13 | Perc +11; low-light vision | Stealth +10 | speed 30ft | wizard spells 1 ☐dizzying colors ☐force barrage ☐grease; spells 2 ☐☐blazing bolt ☐floating flame; spells 3 ☐haste ☐lightning bolt | drain bonded item [1][2][3] | cleric spells 1 ☐heal | focus ☐ | ⚕none

Here's hoping for a turn of luck...

Begone angry diety! The curmudgeonly made thrusts his staff forward symbolically as he exerts his will.

DC17 Will: 1d20 + 9 ⇒ (5) + 9 = 14 -_-

Vigilant Seal

Male Catfolk Fighter (Bastion) 4 | HP 56/56 | AC 22 (24 with Shield Raised) | F +10 R +11 W +10 (success vs fear becomes crit) | Perc +10 (expert)| Stealth +8 | 20' speed | Active Conditions: | Hero Points: 1 | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Razzm voices his frustration with these interminable obstacles, shouting angrily to the wind.

Intimidation DC 15: 1d20 + 9 ⇒ (2) + 9 = 11

Yeesh, the dice are really not with us. I've used my hero point already.

But the flames and smoke and dust clog his airways and his shout comes out as a vague kermit-like croak.

Envoy's Alliance

Female Poppet (Toy) Inventor (Armor) 3 | TINY | HP 36/36 | AC 20 | Fortitude +9, Reflex +5, Will +7 | Resist acid 4 elec 4 fire 1 | Perception +7 | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: None | ◆◇↺

Will: 1d20 + 6 ⇒ (7) + 6 = 13

"Get... out... of... my... stuffing..."

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