GM Frost's S03-99 Fate in the Future [3-4] (PbP Outpost VII) (Inactive)

Game Master Frozen Frost

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Challenge Points: 30 (High Tier, Level 3-4)
Start Date: 4 March 2024
End Date: 13 May 2024


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Hope and Nikebei come close enough to read the writing on the sarcophagus. The writing reads:

SNOWGARDEN PRODUCTIONS ★ STASIS POD 322 ★ KEEP OUT OF REACH OF CHILDREN

And apparently goblins and leshies!

As Hope and Nikebei move to open the sarcophagus, their hands go right through it. Everyone -- including Althested, Edda Vira and Fioriel-- can now see the container flicker in and out of sight.

Vigilant Seal

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AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Snowgarden productions-Are we dealing with witch queen magic from Irrisen? Fioriel muses out loud

stasis pod- stasis is an arcane term for holding in place possibly with time stop element. Is the pod some kindofplat product useful in such arcane experiments she tries to add further insight

The last bit obviously implies some care needed when opening

what fioriel doesnt know:
Is this is the stafinder crosover special

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

Sorry everyone, had to take care of some doctor stuff

If possible, as everyone begins their explorations of the strange chamber, Edda would like to Pursue A Lead on the beacon affecting The Maze of the Open Road (assuming the society's description is sufficient to start that now).

In either case, Edda will first ritually cleanse themselves in the ablution chamber and then approach the Sarcophagus after it flashes into existence.

Edda calls out, as they draw their bow.
"What is a production company doing in the Maze? Hope - do you think its ward is against those who are small or those who are young?"

Regardless, Edda will approach and check for traps.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Welcome back! I hope you're feeling better!

Edda:
You don't currently see a trap, but then this thing is flickering so much it would be hard to tell.

You all have a moment to study the madly flickering sarcophagus.

GM Screen:

Edda Vira's Arcana (T): 1d20 + 9 ⇒ (19) + 9 = 28 (Arcane Sense)
Fioriel's Arcana (E): 1d20 + 11 ⇒ (20) + 11 = 31
Black Molly's Occultism (T): 1d20 + 6 ⇒ (19) + 6 = 25
Well, wow.

Edda, Fiorel and Black Molly all gain the same insight, all at once:

You believe the box was a temporal malfunction—the box exists in another time and shouldn't have been visible at all.

A jumble of words spoken by a female voice echo in this small space.

“...for me, Heraxia!”

“...no, I..."

“...run so...”

“...wait?”

The disjointed sentences sound incredibly sad, and also a tiny bit hopeful.

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Nikebei plays putting her hand in and out of the sarcophagus, "WHat's a production company?" she asks and "Where's the Snow Garden?" she is very confused by the writings, but does know one thing, At least there are no children to get in trouble here! Never allow children into the kitchen, lots of sharp and hot things.

She shrugs, "Floriel, you know about pods, so this pod is different from those Leshy pods then. You don't think it's gonna shoot these pods at us, do you?"

She gets ready for action, just in case something happens that needs bashing with one of her pots or stabbing with one of her knives.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Nikebei is ready for the strange metallic pod to throw seeds, but nothing happens and it eventually flickers on and off faster and faster until it disappears.

You listen, but no more voices can be heard, and you realize that other Pathfinders are leaving to explore the complex. The chamber’s massive exit door is made of pitch-black stone. You walk through to discover that there are six faintly glowing glyphs on the other side of the door.

You pick one of the paths at random, and wind up at a chamber bisected by a pair of bone-filled pits. A wide path crosses them, connecting the north and south ends of the chamber. An exit to the north leads back to the Maze of the Open Road, while a small door to the southeast leads deeper into the ruins.

SLIDE 16

At this point, you hear another disembodied female voice.

“Heraxia? Heraxia, where are you?”

It sounds like someone shouting... though from far away.

Then you hear another noise, far less pleasant. It sounds metallic, like gears grinding and whirring!


I am the tool of the GM

Who Goes First?:

Black Molly's Initiative using Repeat a Spell: 1d20 + 6 ⇒ (7) + 6 = 13
Nikebei's Initiative using Investigate: 1d20 + 6 ⇒ (7) + 6 = 13
Althelsted's Initiative using Detect Magic: 1d20 + 9 ⇒ (1) + 9 = 10
Life Sprouts Anew and so Hope Remains's Initiative using Search: 1d20 + 10 ⇒ (10) + 10 = 20 (pilgrim's token, win ties)
Edda Vira's Initiative using Search: 1d20 + 9 ⇒ (5) + 9 = 14
Fioriel's Initiative using Avoid Notice: 1d20 + 7 ⇒ (16) + 7 = 23

Animated Armors 1&2: 1d20 + 3 ⇒ (3) + 3 = 6
Animated Armors 3&4: 1d20 + 3 ⇒ (15) + 3 = 18

Party Health:

Black Molly (41/41 HP) [2☘️]
Cap'n Silverbeard (41/41 HP)
Nikebei (48/48 HP) [1☘️]

Althelsted (40/40 HP) [2☘️]

Life Sprouts Anew and so Hope Remains (58/58 HP) [2☘️]

Edda Vira (35/35 HP) [2☘️]
Rapscallion (15/15 HP)
Fioriel (42/42 HP) [2☘️]


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CLOMP. CLOMP. CLOMP.

Three figures of full-plate armor step forward, wielding glaives menacingly to block your path. There does not appear to be anyone inside them.

SLIDE 16

Reacting quickly, Fiorel and Hope are able to act before the first of the armors descends upon you!

★ --- ★ --- ★ --- ★

Fiorel
Hope
Armor 3
Edda Vira
Black Molly
Nikebei
Althested
Armor 1
Armor 2

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope yelps in surprise and rushes towards Armor Spirit #3. "Sorry but if you're a ghost possessing this armor here I need to put an end to it.

He takes a moment to study it before making two broad swings at its form.

Longsword, Twin Takedown: 1d20 + 11 ⇒ (14) + 11 = 25
Slashing Damage: 2d8 + 4 ⇒ (5, 7) + 4 = 16

Light Hammer, TT: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Bludgeoning Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10

That's Stride, Hunt Prey, Twin Takedown. And TT combines damage if they both hit for the purposes of things like... hardness perhaps.

If Armor #3 moves or does a manipulate action:

Disrupt Prey
Disrupt Prey Strike: 1d20 + 11 ⇒ (6) + 11 = 17 for
Slashing damage: 2d8 + 4 ⇒ (5, 5) + 4 = 14 Disrupting the action on a critical hit.


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Hope hunts prey on Armor #3, moves up and does a twin takedown. The first strike hits the armor solidly, but the armor's hardness absorbs much of the damage.

★ --- ★ --- ★ --- ★

Fiorel
Hope
Armor 3 (-7, Hope's hunted prey)
Edda Vira
Black Molly
Nikebei
Althested
Armor 1
Armor 2

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

◈Fioriel will try recall knowledge using
↺ scholarly recollection reaction to roll twice Lose 1 focus
( Arcana +11, Crafting +9, Nature +10, Occultism +9, Pathfinder Society Lore +9, Religion +10, Society +9,)
◇calling out what she knows

◈◈She then zaps 2 and 3 with electric arc

electric: 3d4 ⇒ (4, 4, 4) = 12

DC19 reflex unless the remaster has made all my dcs the best dc of 20 but this spell is from my wizard dedication


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

GM Screen:

Fioriel's Arcana (E): 1d20 + 11 ⇒ (2) + 11 = 13
Fioriel's Arcana (E): 1d20 + 11 ⇒ (6) + 11 = 17

Fiorel recalls that animated armors are mindless constructs. They have a nasty hardness but if you can cause the armor to break, they not only lose that hardness but become much easier to hit. If you want to hit one with undamaged armor, hit it hard.

ZAP!

Armor #2 Reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Armor #3 Reflex: 1d20 + 3 ⇒ (8) + 3 = 11

Armor #2 evades most of the electrical damage, and then its hardness absorbs the rest. However, Armor #3 endures the full brunt of the electric arc and although its hardness absorbed most of the damage, the extra damage was still enough to crack its armor!

CRA-ACK!

★ --- ★ --- ★ --- ★

Armor #3 does not take kindly to being cracked and full attacks with its glaive.

Armor #3's glaive (deadly 1d8, forceful, magical, reach 10 feet): 1d20 + 11 ⇒ (16) + 11 = 27
Slashing Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Armor #3's glaive (deadly 1d8, forceful, magical, reach 10 feet): 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21
Slashing Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Armor #3's glaive (deadly 1d8, forceful, magical, reach 10 feet): 1d20 + 11 - 10 ⇒ (14) + 11 - 10 = 15
Slashing Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

It hits the little ranger twice!

★ --- ★ --- ★ --- ★

Fiorel
Hope (-17)
Armor #3 (-10, Hope's hunted prey, Broken Armor)
Edda Vira
Black Molly
Nikebei
Althested

Armor #1
Armor #2


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I am the tool of the GM

THIS IS BOT BUDDY, REPORTING ON PARTY HEALTH. BUT WHO CARES ABOUT ORGANIC PCs? I'M ROOTING FOR MY FELLOW CONSTRUCTS. #ROBOT SOLIDARITY

Party Health:

Black Molly (41/41 HP) [2☘️]
Cap'n Silverbeard (41/41 HP)
Nikebei (48/48 HP) [1☘️]

Althelsted (40/40 HP) [2☘️]

Life Sprouts Anew and so Hope Remains (41/58 HP) [2☘️]

Edda Vira (35/35 HP) [2☘️]
Rapscallion (15/15 HP)
Fioriel (42/42 HP) [2☘️]

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

Edda will Devise a Stratagem versus Armor #2, which will trigger Known Weakness, if they get a critical success, they'll get an additional +1 to hit on their next attack.
Arcana +9 Crafting +9 Nature +9 Occultism +9 Religion +7

Devise a Stratagem: 1d20 + 10 ⇒ (13) + 10 = 23

Uninspired with the result, Edda will cast Electric Arc on Armor #2 and #3
DC 19

Electric Arc: 3d4 ⇒ (2, 1, 3) = 6


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

ZAP!

Armor #2 Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Armor #3 Reflex: 1d20 + 3 ⇒ (6) + 3 = 9

Armor #2 critically fails its reflex save, which means that it actually takes a little damage despite its hardness. Armor #3, its armor already broken, takes the full brunt of the electric arc!

★ --- ★ --- ★ --- ★

Fiorel
Hope (-17)
Armor #3 (-16, Hope's hunted prey, Broken Armor)
Edda Vira
Black Molly
Nikebei
Althested

Armor #1
Armor #2 (-3)

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

”Easy, Cap’n”, Molly says cautiously. ”Don’t be hasty with this lot”

She casts a spell, and Silverbeard becomes a bit more substantial. He advances slowly toward the sentinels, wary of any sudden moves.

BM: Cast forbidding ward between CS and Armor#2, boost eidolon
CS: Step

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Taking out one of his special knives, Nikebei sets her small legs apart ready to accept the fight from these magical metal monsters, "You'd make very nice waiters, if you didn't drop plates and upset the guests." She waits for one of the things to get close enough to hit and attempts to trip it up.


◆ - take out khopesh
◆◆ - attempt to trip the armour [ooc]Athletics 1d20 + 8 ⇒ (2) + 8 = 10


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GM Scree:
Edda Vira's Arcana (T): 1d20 + 9 ⇒ (10) + 9 = 19 (Arcane Sense)

Edda knows that these are mindless constructs with a nasty hardness. If they want to break it, they must break it hard. Success to Recall Knowledge for Known Weakness
Black Molly wards her eidolon from Armor #2's attacks and boosts him as well while Cap'n Silverbeard takes a Step closer to the battle.

Nikebei pulls out her shiny kopesh, ready to trip any of them that gets close to her.

⬤⬤⬤ Sanctum Guardians Attack! Round 1 ⬤⬤⬤
Party Conditions: ---
Terrain Features: ---
Map Link: ---
Other Notes: ☘️ - Hero Points.

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
[2☘️] Fioriel (AC 17) (42/42 HP)
[2☘️] Life Sprouts Anew and so Hope Remains (AC 21) (41/58 HP)
Armor #3 (-16 HP) | Hope's Hunted Prey; Broken
[2☘️] Edda Vira (AC 18) (35/35 HP)
⠀⠀Rapscallion (AC 18) (15/15 HP)
[2☘️] Black Molly (AC 18, +1 w Shield spell) (41/41 HP)
⠀⠀Cap'n Silverbeard (AC 19) (41/41 HP) | Forbidding Ward vs Armor #2
[1☘️] Nikebei (AC 20, +2 w Steel Shield) (48/48 HP, 5 temp HP)
[2☘️] ➤ Althelsted (AC 18) (40/40 HP)
Armor #1 (- HP)
Armor #2 (-3 HP)

Althelsted is up!


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Botting Althelsted...

Althelsted provides ward to Hope against Armor #2's attack and shoots with his crossbow at #3.
+1 Crossbow: 1d20 + 9 ⇒ (16) + 9 = 25 vs Armor #3
Piercing damage: 1d8 ⇒ 7


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Takign advantage of the broken condition of #3, Althelsted easily breaks the construct after he provides ward for Hope.

#2 swipes Cap'n Silverbeard from a distance.
Glaive Attack, 10 ft Reach: 1d20 + 11 ⇒ (5) + 11 = 16 vs Cap'n Silverbeard AC 19+1 w Forbidding Ward

And once more!
Glaive Attack, 10 ft Reach, MAP1: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 17 vs Cap'n Silverbeard AC 19+1 w Forbidding Ward

Glaive Attack, 10 ft Reach, MAP2: 1d20 + 11 - 10 ⇒ (5) + 11 - 10 = 6 vs Cap'n Silverbeard AC 19+1 w Forbidding Ward

#1 approaches Hope and does the same against Hope.
Glaive Attack, 10 ft Reach: 1d20 + 11 ⇒ (13) + 11 = 24 vs Hope AC 21
Damage: 1d8 + 4 ⇒ (2) + 4 = 6 S damage

Glaive Attack, 10 ft Reach, MAP1: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19 vs Hope AC 21

Only the first attack wounds the leshy.

⬤⬤⬤ Sanctum Guardians Attack! Round 2 ⬤⬤⬤
Party Conditions: ---
Terrain Features: ---
Map Link: ENCOUNTER MAP
Other Notes: ☘️ - Hero Points.

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
[2☘️] ➤ Fioriel (AC 17) (42/42 HP)
[2☘️] ➤ Life Sprouts Anew and so Hope Remains (AC 21) (35/58 HP) | Forbidding Ward vs Armor #2
Armor #3 (-23 HP) |
[2☘️] ➤ Edda Vira (AC 18) (35/35 HP)
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
[2☘️] ➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP)
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP) | Forbidding Ward vs Armor #2
[1☘️] ➤ Nikebei (AC 20, +2 w Steel Shield) (48/48 HP, 5 temp HP)
[2☘️] ➤ Althelsted (AC 18) (40/40 HP)
Armor #1 (- HP)
Armor #2 (-3 HP)

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Fioriel continues to zap with electricity

◆◆Electric arc at 1 and 2 electirc arc dc19 reflex: 3d4 ⇒ (1, 3, 2) = 6

◆Guidance on whoever's next with +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the start of my next turn

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

Silverbeard sees his opening, and gets into the construct’s lack of face. Meanwhile, Black Molly continues to bolster him.

CS: Step, Strike #2
BM: Cast boost eidolon, Sustain forbidding ward

Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

Thanks for the bot, GM!

Encouraged by his success, Athelsted reloads his crossbow and fire again, this time at the "second" construct.
+1 Crossbow w/guidance: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Piercing damage: 1d8 ⇒ 2

He sustains the ward for Hope.
◆ Reload; ◆ Strike; ◆ Sustain

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

After Hope takes his turn, Edda does much the same as last round.

Devise a Stratagem
Shortbow: 1d20 + 10 ⇒ (4) + 10 = 14
Result is incredibly mediocre.

DC 19 Electric Arc against the remaining two Armors
Electric Arc: 3d4 ⇒ (3, 3, 3) = 9

◆ Devise a Stratagem; ◆◆ Electric Arc

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Nikebei holds a pot over her head, as she tries to get into a better place to topple the nasty rusty to the floor and stick it with her special carving knife. "Listen Nasty bag of armour, you and your friends don't hit my friends."

◆ - Stride to attack #2
◆ - Khopesh trip 1d20 + 8 ⇒ (9) + 8 = 17
◆ - Strike 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20 damage 1d8 + 3 ⇒ (7) + 3 = 10

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope steps up, studies #1 and tries to take two swings both at the same weak point.

Longsword, TT: 1d20 + 11 ⇒ (19) + 11 = 30
Slashing: 2d8 + 4 ⇒ (3, 8) + 4 = 15

Light Hammer, TT: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Bludgeoning: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Damage combined for purposes of Hardness

Step, Hunt Prey #1, Twin Takedown

If #1 moves at all or takes a manipulate action:

Disrupt Prey

Longsword: 1d20 + 11 ⇒ (8) + 11 = 19
Slashing: 2d8 + 4 ⇒ (3, 1) + 4 = 8
Action disrupted on a Critical hit


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GM Screen:
Armor #1: basic Reflex save: 1d20 + 3 ⇒ (12) + 3 = 15 vs DC 19 Electric Arc (Fail, 6 E damage - Hardness 9 = 0 damage)
Armor #2: basic Reflex save: 1d20 + 3 ⇒ (4) + 3 = 7 vs DC 19 Electric Arc (Crit Fail, 12 E damage, Broken)

Fioriel zaps them once more, of which #1 absorbs the damage while #2 becomes broken. She then casts Guidance to Cap' Silverbeard.

Cap'n Silverbeard attacks #2, breaking it further into pieces. #2 eliminated Black Molly continues to bolster him, both offence and defence.

Changing target to #1, Althelsted reloads and shoots again, but the arrow does not chip any of the construct. He continues to ward Hope.

Edda tries to find weakness on the last hostile construct but chooses to send electric zap to it instead.

GM Screen:
Armor #1: basic Reflex save: 1d20 + 3 ⇒ (18) + 3 = 21 vs DC 19 Electric Arc (Success, 4 E damage - Hardness 9 = 0 damage)

#1 easily absorbs the shock, as usual.

If you check the pits nearby:
You find skeletal
remains in the pits. With a successful DC 19 Medicine or Perception check,
Spoiler:
you 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. You are somewhat familiar to them that hese are humans, ikeshtis, ratfolk and shobhads. On a critical success, [spoiler]you determine they died of starvation.

You might wonder what happened to them. It is better to keep exploring.

Your group have ten minutes to do some healing before we continue the exploration.

Nikebei moves next to #1, easily Trips it (Success to Trip), and slashes it with her khopesh, enough to scratch it w 1 S damage.

Hope takes this chance to plunge his longsword on it (Crit) and bonks it to pieces as a final retribution! #1 eliminated

COMBAT OVER! WELL DONE!

Party Health:
Fioriel (42/42 HP) [2☘️]
Life Sprouts Anew and so Hope Remains (35/58 HP) [2☘️]
Edda Vira (35/35 HP) [2☘️]
Rapscallion (15/15 HP)
Black Molly (41/41 HP) [2☘️]
Cap'n Silverbeard (41/41 HP)
Nikebei (48/48 HP) [1☘️]
Althelsted (40/40 HP) [2☘️]

The area is silent once more.

If you check the pits nearby:
You find skeletal remains in the pits. With a successful DC 19 Medicine or Perception check,
Spoiler:
you 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. You are somewhat familiar to them that hese are humans, ikeshtis, ratfolk and shobhads.
On a critical success,
Spoiler:
you determine they died of starvation.

You might wonder what happened to them. It is better to keep exploring.

You have ten minutes to do some healing before we continue the exploration.

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

I think I am the only one hurt and I don't know if someone has a better Medicine than me but since I'm up I'll give it a whirl and we'll go from there if I need a potion or a spell afterwards.

Hope picks up the hemostats off his medical kit and uses them to very carefully peel back a couple layers of his head's protective film to try and pack in a bit of soothing mulch moisture that promotes regrowth.

Medicine vs DC 15: 1d20 + 8 ⇒ (4) + 8 = 12
Healing if success: 2d8 ⇒ (4, 8) = 12

Ehh...I'll stand on that and just use a potion for now.

Not seeing much of his root skin regrow after about 10 minutes he sighs and drops a potion on his legs, letting it absorb through the roots that way instead.

Lesser Healing Potion: 2d8 + 5 ⇒ (2, 6) + 5 = 13


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

Party Health:
Fioriel (42/42 HP) [2☘️]
Life Sprouts Anew and so Hope Remains (48/58 HP) [2☘️]
Edda Vira (35/35 HP) [2☘️]
Rapscallion (15/15 HP)
Black Molly (41/41 HP) [2☘️]
Cap'n Silverbeard (41/41 HP)
Nikebei (48/48 HP) [1☘️]
Althelsted (40/40 HP) [2☘️]

Posting this to keep us moving.

The group continues their exploration and arrives at a certain chamber. The walls of this grand entry chamber are carved with faded images, from tentacled monsters and ritual ceremonies to flying wagons and other strange machines. A mound of tattered paper, fabric, and other refuse sits in the center of the room — clearly an animal’s nest. Beyond the chamber is a grand library filled with books and beautiful statuary.

See yourselves in this MAP.

But before they can investigate the area, they are greeted by three wolverines whose fangs are bared but not yet attacking. They seem agitated but can be calmed down, hopefully.

A PC who succeeds at a DC 18 Nature check can calm the wolverines down enough so it will not attack.

If that is Successful:
One PC that will succeed in a second DC 18 Nature check can lure the wolverines back to its home in the Maze of the Open Road.

Grand Archive

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HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

Seeing that Hope is still injured, Edda peels off some loose skin, pops it into an empty vial and then spits into it. Grinning widely she hands the concoction to the Leshy.
"This should help take care of your injuries"

Edda will expend one use of Quick Tincture to brew a Soothing Tonic, granting Hope Fast Healing 1 for one minute

Afterwards, Edda sees the snarling wolverines. Edda is happy to see something natural after what we've encountered thusfar.

In their most soothing voice, Edda coos
"Oh poor things. You must be lost too. Don't worry, Edda understands"
Edda's Nature(E): 1d20 + 9 ⇒ (12) + 9 = 21

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

perception of the pits: 1d20 + 10 ⇒ (20) + 10 = 30

humans, ikeshtis, ratfolk and shobhads. all fallenin and left to starve

After edda coaxes the wolverines away

excellent work Edda. Now lets explore this library


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Succeed a second DC 18 Nature check to lure the wolverines back to its home in the Maze of the Open Road before anyone can explore the library.

Radiant Oath

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HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope produces a slow whistling noise from... Somewhere. He doesn't have lips or a mouth but somehow in the same way he speaks he can whistle. And he tries to use it to lure the wolverines away now that Edda has their attention.

Nature: 1d20 + 8 ⇒ (14) + 8 = 22


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Hope effortlessly leads the wolverines back into the Maze with just a whistle. As he does so, he discovers that they have transformed this chamber into their new den, but it is essential to return them to their natural habitat.

After taking care of the wolverines, the group seizes the opportunity to investigate the area. The chamber's carvings and books hint that it might be a library. The carvings fall into two categories: centerpiece carvings depicting the arch they found in the first chamber when they entered the Maze and surrounding depictions of different moments in time.

DC 19 Arcana, Occultism, or Society check for the chamber's carvings:
You notice subtle differences in the carved figures before and after they pass through the arch that appears to be a magical gateway or portal, indicating that the journey changes the traveler, or the traveler’s spirit or mind travels through the gate while the body is left behind. Nearby imagery depicts sleeping or perhaps dead bodies being placed into a deep trench. The lowest levels of bodies in these pits are skeletons.

If you Search the rest of the wall carvings:
The rest of the wall carvings depict a variety of moments in time. Moments depicted include a dragon rising from a coffin; a group of people wearing strange attire and carrying futuristic firearms, led by a slender four-armed man with an elongated cranium; an underground hedge maze connecting to the ruins; the Pathfinders themselves fighting off strange doglike monsters, and a crowd of people bowing before the arch. The people depicted bowing include certain humans, ikeshtis, ratfolk and shobhads.

If you Investigate the books:
Much of the literature in this library has been damaged by time, cold temperatures, and animals. A character who succeeds at a DC 18 Society check; a DC 20 Arcana, Nature, Occultism, or Religion check; or a DC 22 Perception check,
Spoiler:
You learn the remnants of the information in the library mostly detail rituals and artifacts dealing with time manipulation.

Radiant Oath

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Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

Society: 1d20 + 7 ⇒ (11) + 7 = 18

Athelsted cannot make much sense of the chamber's carvings. He decides to check the rest of the wall carvings.

"These carvings on the wall appear to depict a variety of moments in time," notes the cleric."Here is a dragon rising from a coffin. Another is a group of people wearing strange attire and carrying futuristic firearms, led by a slender four-armed man with an elongated cranium. This one is a an underground hedge maze connecting to the ruins."

He looks further, stopping at one in particular that catches his eye. "By the goddess! I believe this may be a depiction of us! And we are fighting off some strange, doglike monsters! What could it mean?"

There is more to be seen, but Athelsted is too busy contemplating the one depiction that he does not bother looking at the rest.

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope wanders over to the books and flips through one of them, handing another off to his herald as they try to parse something out of them.

Religion: 1d20 + 10 ⇒ (3) + 10 = 13

But unfortunately the book he picks up is just too damaged to glean any helpful information from.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Assurared arcana 18 No can't make that out maybe there is an occult mask at play here

occult: 1d20 + 9 ⇒ (18) + 9 = 27

Ah It looks like some astral journey perhaps. You see the subtle differences in the carved figures before and after they pass through the arch that appears to be a magical gateway or portal, indicating that the journey changes the traveler, or the traveler’s spirit or mind travels through the gate while the body is left behind. Nearby imagery depicts sleeping or perhaps dead bodies being placed into a deep trench. The lowest levels of bodies in these pits are skeletons. MM if you stay astral too long you die? Is that how the skeletons in the other room came to be?


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

With that roll...

Hope discovers a fascinating book called Naughty in New Thassilon about the mating rituals of mammalian time travelers. After paging through it, he concludes that humanoids are very strange creatures.

Is anyone else investigating?

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

When Floriel mentions astral journeys and a mystery, Athelsted snaps out of his musing and checks the library's damaged books or clues.

Religion: 1d20 + 9 ⇒ (10) + 9 = 19

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Nikebei sees the books and exclaims, "Oooh! people tolds me, theys got instructions for nice foods in thems leather bound writings. Thinks I best looks around."

Perception 1d20 + 6 ⇒ (10) + 6 = 16

She opens one of the books, it's filled with strange runic sigils and coloured drawing of various types of plantlife. It fascinates the goblin and she just looks at each page in awe, though she has no idea what the book really means. She does recognise many of the plants as common to the lands in the north, where the forests and mammoths make their home.


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The party thoroughly explores the library, taking many useful notes in the process.

ONE LORE SUCCESS! WELL DONE!

When they step out and continue exploring, they come to a pool with clear water. From there, they can see the corpse of another wolverine -- but not one of the ones that Hope led out to the Maze of the Open Road.

The dead wolverine is sprawled on the ground partway down this narrow hallway, punctured with dozens of long darts. Beyond the animal is a wounded Pathfinder agent, pierced by similar darts, sitting in a pool of his own blood. The Pathfinder breathes shallowly, barely clinging to life.

SLIDE 17

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1
GM Hmm wrote:
The dead wolverine is sprawled on the ground partway down this narrow hallway, punctured with dozens of long darts. Beyond the animal is a wounded Pathfinder agent, pierced by similar darts, sitting in a pool of his own blood. The Pathfinder breathes shallowly, barely clinging to life.

"Oh, how sorrowful you must be, not to mention the physical pain," Athelsted laments at the site of the wounded Pathfinder. He moves closer.

◆ Stride

"By the will of the goddess may I abate at least one of your concerns. Time, however, may be required to deal with the loss of your companion."
◆◆ Cast Heal
Heal: 2d8 + 16 ⇒ (7, 2) + 16 = 25

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Fioriel moves to the entrance and pings a ◈◈heal at the wouunded pathfinder level 1 heal: 1d8 + 8 ⇒ (3) + 8 = 11

Dont move we need to check for whether there are more darts

I had a level 1 heal spell slotted possibly a hod over from when Fioriel only had 2 heals in divine font so this looks ideal place to use it and save the divine font heals for combats

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope, keeping out of the way to let those more divine work their magic cautiously approaches the injured Pathfinder slow and still keeping an eye out for further traps but, hoping to glean some information about his condition and situation.

"My good fellow Pathfinder, please tell us what transpired here so we can do what we can to prevent it ever happening again. On my honor as a knight in training I promise I shall do all I can."

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

"Hmmm, this is strange!" the goblin says, before turning to Edda, "You knows if there wasn't so many of thems needles sticking in the animal, it would make a nice meal and hat." She sounds disappointed and looks closely to the walls to see where the darts might have come from.

Perception 1d20 + 6 ⇒ (8) + 6 = 14

If she doesn't see means for the darts to fire, she edges carefully forward being cautious where she steps and picks one of the darts from the wolverines body. Nikebei licks the dart with her tongue to discover what the dart is made from and maybe how old it is.

Nikebei moves inside the corridor 5ft, if she thinks all is clear.


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Althested moves carefully forward, healing the wounded Pathfinder from afar. The man gasps and sits up, breathing heavily. "My companion? My companion, Carine, is back there!" He points to the hallway behind him. "The wolverines chased us here to this damned trapped hallway, and she's back there and could be dying! Please, save her!"

The man tells you that his name is Dalver, and he's frozen to the spot, eyeing the traps that lay ahead of him.

GM Screen:

Edda Vira's Perception (E): 1d20 + 9 ⇒ (18) + 9 = 27
Life Sprouts Anew and so Hope Remains's Perception (E): 1d20 + 10 ⇒ (10) + 10 = 20

Meanwhile, Edda and Life Sprouts (because they were searching) realize that this hallway is indeed trapped to the gills. There are dart traps scattered all the way down the hall.

Those traps are now marked on the map, and have all reset since Dalver, Carine and the wolverine ran through here. They can be disabled with Thievery checks to disable the pressure plates, or perhaps you have some other creative solution to get through. The traps reset after 2 rounds.

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Being helpful, Nikebei offers to make a really sticky porridge to stop the pressure plates from being triggered. She smiles a wonky smile at her companions.


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Please give me a roll to go with that, Nikebei!

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

Edda's brow furrows a bit and they cock their head at Nikebei's plan.

"If you think the porridge might aid the endeavor, I would be fascinated to see this porridge-based method of trap disarmament. That being said, Rapscallion and I can probably handle these (hopefully)"

Edda pulls out a crowbar and menaces the pressure plates.
Thievery: 1d20 + 7 ⇒ (1) + 7 = 8
Going to use a Hero Point on that one

Rapscallion tugs on Edda's pant leg as they are about to set to work.
Nodding, Edda pulls out their thieves tools instead

Thievery: 1d20 + 7 ⇒ (1) + 7 = 8

Stellar


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Dart: 1d20 + 16 ⇒ (20) + 16 = 36
Piercing Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Ouch and double ouch!

Edda's otherwise nimble hands slip, triggering the trap they were trying to disarm. Because of the angle that he was working at, the dart strikes especially viciously, flying straight up Edda's nose!

DC 19 Fortitude or this happens:

Graveroot (poison); Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage and stupefied (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)

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